Foon → Ludum Dare Explorer → Users → Eden Shazar
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | 👥 | Dwammings | jam | 166 | 4.05 | 3.82 | 3.82 | 4.38 | 4.37 | 3.76 | 3.54 | 3.90 |
| 2020 | 47 | Stuck in a loop | 👥 | Temporarium | jam | 1378 | 3.04 | 2.56 | 3.48 | 3.50 | 3.96 | 2.19 | 2.94 | 3.11 |
I loved it! It's a solid, contained experience, and I'm a sucker for secrets and mysteries.
I would have liked to have more of an incentive to venture outside, since I quickly understood I needed a couple of safety potions for excursions and could then mostly experiment in my loop. My suggestion would be to have rarer ingredients farther away from the loop, or even some necessary ingredients that only spawn in the ghoul's vicinity.
Dying was also slightly frustrating as your discoveries aren't persistent (but the other hand, aren't randomized either and stay the same between games).
Other than that little constructive criticism, I can't complain! This is the game I've spent the most time on by far, and I thoroughly enjoyed it!
Hangs at 90% for me too. Would love to play once it's working!
Good job, this is impressive! And as a solo development? Damn! It's a simple mechanic that's given a couple of layers of complexity through a larger number of symbols to choose from, and their variety. It reminds me of card games such as Set and Jungle speed with that familiar anxiety to juggle all that confusing information in your head against a time limit. I would have liked to see some more depth through iteration over the core mechanic, or an ending (is there one? I think I reached level 15). In any case, impressive work!
Fun game! It's nicely polished for the time limit.
I really appreciate the dialog system! I don't know if you had some of it implemented in advance, but it has all of those nice-to-have features that make it feel that much more finished, like timed text and gibberish narration. The mechanics were enjoyable, if slightly clunky when one ship is barraging the planet, forcing you to keep your shield pointed to it, while giving you little time to peek and shoot it it. I'd also suggest a "toggle orbital direction" button rather than "left and right orbit buttons", as the directions could get confusing depending on your current location in orbit. Still, it has solid gameplay that's quite fleshed out for a jam :) I'm not sure if I finished or softlocked the game though: once I reached level 15 enemies stopped appearing :shrug:
Good job, and thank you for making this!
Oh god, the sounds are definitely the highlight here in my opinion - such a cute addition! Otherwise, this is a solid base for little game. The camera and controls could use some polish for quality of life (I read that it's possible to move the camera, but got caught up in the game and forgot all about it, and shift+E to gather gold is a little clunky). Thank you for your game :)
I enjoyed it overall. Some little quirks almost made me quit the game too early: the nearly imperceptible visual feedback of something being interactable, the repeating layout of the rooms, the drawers being so difficult to pull out of the desks, which most of the time reward you with nothing. After getting the hang of all those, I was pleasantly surprised to see a small series of puzzles, with the third providing a bit of a twist on the previous two.
I appreciated the thought put into the placement of clues - the first ones are always quite conspicuous, and the ones after that tend to require use of the game's basic mechanics. I also noticed the background music originating from the elevator, which is a nice touch, but also a slightly missed opportunity to have the ambiance be a drab elevator tune, fitting an office building :) In general, the game's aesthetic is also pleasing: simple, time-efficient 3D done nicely.
Great job, and thank you for your game!
Impressive! Solid interpretation of the theme, and you managed to squeeze some good graphics and audio in the time limit!
I did give up a couple of tries in, mostly due to the issue raised here already, that some hallways are simply blocked off on certain loops. I would have enjoyed that as a mechanic much more if it had forced me to adjust my plans on the fly when seeing a burning corridor, and go take care of something other than I meant to. If that's already the situation, sorry for having missed the other options - I'm mostly referring to the upper exit of the turret hall, since it's blocked on the second loop on which I already know I need to go there to get a bunch of stuff done.
Regardless, I did enjoy my couple of attempts overall, and I do like the idea of the reactor progressively ruining the ship and sending you back!
For those confused by the lack of a description: it seems the game uses WASD to control one dot, and the arrow keys to control the other. A/D and left/right switch its position and W/S and up/down move it inwards or outwards, respectively. I'm not sure if this game has a goal or is just a small tool to make interesting shapes. The name seems to suggest a goal, but I didn't manage to do anything to progress the game. I did play around with the shapes for a couple of minutes though :)
Such a cute aesthetic! It's a nice little interpretation of invaders, wrapped in a rhyming bee story.
I'd have liked to see this iterated upon, maybe you can stumble on something pretty interesting! What bothered me the most is the size of the shot - it even took me a bit to realize I was actually shooting. The cutscenes were pleasant, and I agree with previous comments regarding @laurent's calming voice (though its volume is slightly too low!). Good job :)
For fairness's sake, I played the jam version and not the post-jam fix. I'm assuming Q for left is fixed in that version :)
I enjoyed the concept - it starts with something that's been done quite a lot, but then I realized I needed to time handovers of the box, forming a kind of a relay chain with myself. That's a cute feature! Sadly, I did find it clunky enough to dissuade me from finishing the third level (though I did manage to launch myself into the stratosphere that one time, which was fun). The game works well graphically. I don't know if it's intentional or not, but the very edges of the screen just display clamped colors as if the game was rendered to a texture that's slightly smaller than the screen size. Bug or not, it's and interesting effect, somehow even tying in a bit to the "loop" theme.
Thank you for your game :)
@kaldrin Sounds like I was just brainfarting on that one then, because I didn't realize aiming up was a thing. Maybe I was too fixated on the funny Q-D combination. I guess someone has to lower the average player skill!
The atmosphere is really nice - the art style and sounds work well to convey the dreariness of everyday life, and the "work" mechanic really takes me back to my dull office days.
Like I see others saying in other comments, I didn't manage to finish it "successfully", or break out of the loop, if there is such an ending. I worked, drove, ate and slept - very fitting of the theme :)
I love it. It's extremely polished and controls nicely. The mechanics are simple and fit the theme, and the few rules that govern the game make it quickly devolve into complete chaos, not even allowing for much planning ahead. Good job!
So cute! I like the simple set of mechanics that quickly allows you to know the hamster as you would an actual pet, with all their quirks. Also, projectile vomiting hamster spinning in a wheel is an instant +1 to the overall score.
@joedev Thank you! We're missing a lot of visual cues for the player that we just didn't get around to implementing, so it's nice to hear you managed to make some progress! And yes, the tallats are absolute nightmare fuel (thank you @omniopticon).
@minibetrayal Agreed! The design is @omniopticon's, with a lot of animation work by @syoels.
@rschoellgen Thank you very much! We're planning on giving it another day of polish sometime soon, and hopefully it'll be able to provide a fuller experience.
@nanolotl Very fair opinion, given the lack of visual indicators or UI. Thank you for giving our game a try :)
@untitled-studios Title besties!
@gonzalol Thank you! Yes, we're missing a bunch of informative features. We'll do better next time :)
@vivien-fargette What a great comment to receive! I wholeheartedly agree with your feedback, except that I do think the fact that your lupul doesn't carry a brick is such a weak visual indicator as to even look like a possible bug. Thank you so much for taking the time to learn the game and enjoy it despite its drawbacks!
@aless Thank you! That's a really nice comment to wake up to :)
@typeswitch Thank you for playing! I completely agree that it's difficult to get the hang of. We'll try to improve it soon and upload an alternative, non-LD version :)
@ericbolseiro Thank you very much! Very nice to hear you enjoyed it.
@samdemaine Thanks! Could you elaborate what you think worked well with the controls? That might be the clunkiest part of our game in my opinion.
@erkberg Yes, we're well aware and definitely agree on those issues. We're planning on patching it up a bit and uploading an alternative, post-LD version. Thanks for giving it a go!
@human-writes-code Thank you so much! It really is a shame we didn't get to reward players for having reached the end of that gauntlet, but it's nice to hear someone managed to do that in the first place!
Regarding the audio, that was also one of the features that had to be scrapped. Too bad because it would have been a lot of fun to voice these creatures.
Nice visuals! Your description mentions W and S to dodge, but I assume that's a typo because A and D seemed to be the only keys that work. O and P also seem to do nothing, as the game played no sound at all. I saw no timer to beat, so I just looped around for a while :) The balls of energy that look like powerups didn't seem to be gettable - is that a bug or did I misinterpret something? There's also a frustrating little issue: when the tube\track bends around, it seems to affect the ship's location and slide it to the sides. This causes some unexpected movements which make it harder to dodge the red spheres. I enjoyed giving this a go, and the reflections on the ship are a fun visual addition :) Thanks for your game!
Well that was confusing - which I guess is part of the point, so good job!
I haven't managed to finish the game, but I did somehow find myself outside of the train (it just ended with a door to nowhere so I stepped out), and then managed to see the engine but not get inside it. Honestly, I as trying to figure out the logic of the game throughout and didn't manage to understand what strings are being pulled behind the scenes to make this so confusing.
I do think it would have been more enjoyable had you received better clues as to what you're supposed to do. I also encountered a game breaking bug, where the character began floating and was eventually far enough away from the floor to interact with things, and later even too high to pass through the doors.
I beat it! It's a well executed game that focuses on one mechanic and tries to explore it over a couple of levels, and it fits the theme well! It would have been nice to have either tighter loops to shorten the downtime, or even better, to match the time it should take you to plan your next sequence of moves with the time it takes you to reach the next lever. Thanks for the game!
It's a nice little experience, and a good, straightforward interpretation of the theme :)
Two small nitpicks:
- Knowing there will likely be several characters on the screen at once at any given time, I would have either toned the copies' sounds down or changed the characters' sounds altogether to something that would be a bit less obtrusive when played so frequently. - My machine is getting pretty old now, but it probably still shouldn't be running a 2D web game at a low framerate (also making the game slightly unresponsive). Maybe you have some heavy calculation done in the update loop that you could be doing less frequently, or updating something that doesn't need to be such as inactive copies of the player?
Other than that, I enjoyed your game - good job making something that polished during a jam :)
Very good for a first attempt! I agree with previous feedback, so I'll try not to repeat everything that's already been said, though I did encounter a game breaking bug by reaching a ceiling I couldn't get down from, and then even losing the ability to jump completely. The graphics are nice, so it's a shame to have some pitch dark areas - try adding a low intensity global light!
It's really great to see a submission so polished and to the point (and from some familiar faces from GameIS, no less!). This is a very fun interpretation of the theme into a small game, whose scope fits the jam perfectly but still provides enough complexity in its tradeoff mechanics to encourage replay. The art and audio are incredible, and the camera movement is a brilliant design choice. Honestly, I can't think of any negative feedback. Good job, and thank you for the game!
That was great! I'm always curious to see more interpretations of the godawful idle genre, and it's definitely one that begs to be explored with a theme like "stuck in a loop". The graphics and music are super cute, the upgrades are appropriately ridiculous, and most importantly - it doesn't actually suck you into the endless loop of an ad-filled idle game :)
It would have been nice to have some sort of an ending as a small reward for purchasing all the upgrades (I'm assuming there isn't one when reaching max speed with the final wheel... right?).
Thank you for this little gem!
Solid game! I liked the interpretation of the theme - stable orbits are natural endless loops, why didn't I think of that? The graphics and audio are simple, but fit the game perfectly. The slight gradient of the background gives a feeling of emptiness, and the music sets the spacey atmosphere nicely. The core gameplay loop works well as the collection of crystals aids your survival in two ways: gaining currency for upgrades and clearing a path in your orbit for your ship.
A few small things that I think might make it a bit more interesting without too much added work: 1. Upgrades that also enable you to better collect crystals, as it becomes a little tedious as the costs grow and your method of looting stays the same. 1.5. Being able to shoot constantly by holding the mouse button down - help battle repetitive strain injuries! 2. Being able to direct the thrusters when landing, adding another degree of freedom and making sure the landing portion of the game is still challenging even with a fully upgraded ship. 3. Start with the camera zoomed out! We want that beautiful planet view, and all those rings of debris!
What a solid game! And it looks amazing too!
The movement mechanics are very tight, for the most part. The combat feels fluid when you get it right, but can be a bit frustrating at times when getting sniped out of nowhere, or when aim-assist-slashing into an enemy right as they let out their fireball. Still, those are small nitpicks in an overall great experience!
Man, this is great! The small scope and simple mechanics really make this a fun arcade-y game and make it feel like a classic. The graphics are superb - the colors, layers, sprites and wavy floors all make for both a visually distinct game, and an extremely readable one. Enjoyed this a lot!
Holy hell, I can't recall ever playing a game with the smell of blood in my nose throughout. This is a true horror game, and every aspect of it serves it as such. The graphics are amazing (posterizing and pixelizing as a function of depth? Genius), the sound is horrendous in such precise ways (the background drone, the truly sickening thuds), the level of difficulty is tuned to pixel precision. I can't say I've enjoyed it in the regular way you do a game, but I have a lot of appreciation for the level of craft in making such an evocative experience. Incredible work.
That's so great! So clean and polished! It looks like you knew exactly what you were doing from the first minute and didn't waste any time. I really can't find much to complain about - the visuals and sounds are great, the core mechanic is solid, the different puzzles feel varied and balanced. Outstanding job!
I don't remember ever coming to rate a game on LD, considering every category and filling them all with fives. The concept is great and the execution is just about as perfect as you could expect of a jam game. It doesn't fall short on any front: the art is beautiful, the sound design is great (the squeaks!), the stability of the physics no matter what you throw at it, the feeling of weight and friction, the level of challenge, the level design, even the hints and flavor text - all done to the highest degree of polish you could hope for with such a short deadline. I love it all, please keep making games forever <3
Beautiful game, and a great original mechanic to drive it! I get the vibe there are some secrets I haven't fully uncovered, is that the case or am I misinterpreting some world building? Either way, the game is great!
I feel like this is a strong basis for a good, tight gameplay loop, just imbalanced at the moment. The action-tower defense combination can work very well, and the basic mechanics are there, but I agree with previous comments saying the game is both difficult to get the hang of (took me a while to figure out the wagon sells the defenses!), and after that, to advance in. Still, it looks and sounds good, and is honestly something I'd love to play through after a few more balance changes and feature additions, if you're planning on doing that!
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What a great entry! The aesthetics are lovely (that branching! The art!), the navigation around obstacles is flawless, and the mechanics are simple to learn but difficult to master. I do believe the game can generate many unwinnable layouts, but conquering one that is winnable is a real joy. Thank you for the experience, and good job!
Such incredible work for just 72 hours! I enjoyed this so much I went back to finish it after having it freeze on me during the first playthrough. Every aspect of this game is so polished!
Nice Motherload vibes in this one! I enjoyed the game quite a bit, and would have been happy to continue playing a bunch more with an expanded upgrade system. Good job!
Holy hell, good job reaching such a level of polish during the jam. It's not a very long experience, but what it does, it does very well. The environment looks great, the voice acting is top-notch, the puzzles are neat, and somehow it's all even packaged up nicely with a title screen, intro sequence and credits. I'm very impressed!
Interesting little puzzler! I could see this expanded upon to make a nice, compact game. At the moment, the balancing of the cards seems a little off, and maybe the hand size and play area a bit too small, but those could be adjusted and improved if you were planning to do that :)
Branching was a cool little mechanic to expand your play options, which I found about almost accidentally. I think having some animations to better explain the flow of the game would help in that regard, and in general when starting to play; the rules are a bit unintuitive in my opinion, even after having read them.
This could literally fit on a floppy disk, I love it. The visual style is really striking, and is in my opinion the best feature of this game. As you said, it seems some features are missing to make this a fully playable game - not to mention the fact that in my first game I was trapped within three rooms, and on my second I received several hundred apples mid-battle and started spontaneously walking diagonally and taking damage. Still, all that being said, this seems like an early iteration on a promising game. And really, the art is great!
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Is this a good score? Who knows!
I agree with some of the previous feedback: the enemies move very fast, and their spawning locations are sometimes so far off to the top or bottom you can't see them until you're dead. All that being said, the graphics and sounds are adorable, and I love the cart just rolling on after dying. This looks like it could be easily expanded upon to be a fun, compact game.
You made a single player version of Achtung! Love it! Great interpretation of the theme as well. The collisions sometimes do some wonky things, and I'd invert the up and down keys since left and right function relative to the heading direction, but this is an adorable concept executed very nicely. I specifically enjoyed the procedural animation of the diverging roots!
An incredibly evocative experience, with beautiful art direction and fantastic music. Although - and I say this with much appreciation for what you've made - I'd hesitate to call it a game. It's a fantastic short tale, told in ambiguous terms and with a lot of emotion, but the interactive aspect of it could almost have been left out without affecting the overall product. I'd have loved to see this as a short video, give my full attention to the fantastic art and soundtrack and let them carry me through the narrative. Still, though unorthodox for a game, I think you've done an amazing job!
This feels like a really nice prototype! I could easily see it being expanded upon to make the basis for a pretty cool game. I believe this style of movement could be very fun with a couple of small improvements:
* Slow the game down enough for real time aiming to be feasible. In the first round or two I managed to get hit some shots without slowmo, and it felt great to hop between the enemies. * Have the portal appear a the top of the towers! Force us to redo the level if we haven't ninja-mastered it! * As was mentioned before, the slowmo toggle is a bit odd. It'd likely work well with some restrictions to its use.
Overall, good job! I enjoyed my quick playthrough!
I loved this! Very well executed. The mechanics are unique but simple enough to follow right out of the gate. I would have liked the attack pattern circles to have some more screen space, especially relative to the pointer at their top. That being said, I can't find much else to nitpick here! I felt confident and in control on my second run, clearing through a bunch of floors perfectly without being touched, and was immediately wiped in one floor when I put down my guards — I feel like that's a good balance!
I love the idea of this game, and it has some great vibes with all the strewn skeletons and that background music. The animation is incredible too! But I did find the camera finnicky near walls, and whatever you used to detect if the desired objects are in the image seemed to work very inconsistently.
The game feels like it's full of secrets, especially with those adorable cosmetic items laying around. I also love how the mechanics incentivize you to observe the world around you instead of just moving through it. That being said, I still have no idea where the guitar is; after five minutes of looking, I took random pictures of the area and one of them just worked.
Overall this is a very cute game. Good job!
A nice little experience! A classic little gameplay loop, well built and running smoothly. I especially enjoyed the sounds, although the balancing was slightly off making some of them a bit too quiet. Good job!
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Thought I'd be able to screenshot my score at the end too, but oh well! The game had a nice vibe to it, and navigating around was quite fun for the first five minutes or so. Then I noticed I have more time left than I've already been playing, and implemented this cheeky strategy. I think it's safe to see the game might need a small balance tweak :) Other than that, good job! It's a nice little game, and the music bops.
I like the atmosphere that the game sets, and the varied creatures in it. I do have several complaints, though, that in my eyes make the game a bit unplayable at its current state:
* It's sometimes quite unclear what creature you managed to defeat, if at all, when playing their tunes. To me, playing the audio sequences associated with them in each creature's vicinity would be riskier, clearer, and make make for better gameplay. * The core mechanic of the game is supposed to be emanating sequences of sounds, but there aren't actual sounds associated with them. If that is the case, and assuming this is mostly due to the time constraints of the jam, I'd have simply removed all descriptions of making sounds in favor of explaining the mechanic that does exist. * The repetitive audio is quite harsh with high frequencies, making using headphones pretty unpleasant to use. * As a side note, the web version didn't work for me at all. I was stuck on the main menu and most of its elements seemed pretty glitched out compared to the Windows version. You might want to check that out!
All that being said, the theming is quite nice and I appreciate the effort that went into making this; it's very non-trivial to get to this product!
I really appreciate the work that went into this game, and the scope that you undertook - good job getting this to a playable, and nearly complete state! Still, I have some constructive criticism:
- Attacking, which is one of the main and only gameplay mechanics, is quite unclear. Walking seems to stop the attack animation (and maybe the attack as well?), and the only way I managed to defeat the enemies on the first floor was to stand in place, hold LMB and pivot 45 degrees for the pickaxe to touch them. Destroying barrels and chests required me to spin to some similarly unintuitive angle while spamming LMB. - The maze is somewhat frustrating. I believe keeping the camera at a wide shot, not zoomed in, would have actually helped orientation a bit. Also, the archers in the maze are able to target you at any distance, while you have very limited sight, making every corner turned a dice roll to take damage. - Once getting the crossbow, holding LMB only shoots while arrow, incentivizing the player to click repeatedly as fast as possible to shoot. This isn't much of a problem since the game ends soon after, but in general that's both a user experience issue and a potential cause of RSI. Please avoid repeated key strokes or mouse clicks!
That being said, congratulations on what you've managed to achieve in such a short time frame!
@zanderpm Thank you so much! I think I speak for the rest of the team as well when I say that is an incredibly heartwarming review. I've just added a small fix for a bug with rope climbing - is that what you've encountered?
@kingofnova @cryptomnesic @kleinzach Thank you all as well for the kind words! Animations are all by the legendary @defilerzero
@west Thanks for the review! A pause button actually exists, but you're right we didn't mention it anywhere. Added all controls to the description here if you want to give it another go :)
@lisyarus Nice to see you here! Thanks for the feedback, we'll likely put in some extra work soon and implement some of that for a post-jam version.
@rawb @foopy @tentaclemax @vsi @neowhoru Thank you all for the kind words!
@predominant Nice to hear we managed to create the need, and opportunity, for strategy. It was a real effort to balance the game in such a short time, but @michaelhaughian did fantastic work on that!
@sam-machell Thanks for the review! I'd like to encourage you to give it another go, and frantically lay down some rope (job number 4!). Getting stuck in a shaft is pretty much obstacle number 0 in this game :)
@laurent @omnes-ludos @galina Thank you all! Very nice to hear you enjoyed it.
@threeli @habibirb @upcharlie @ancient-pixel Thank you so much for the kind words, it means so much to us!
@pikatchum That was a planned little feature that was left out to leave more time to squash bugs and polish features that needed that love a bit more. We'll likely have a post-jam version with fixes such as that. Thank you so much for playing and for the feedback :)
@lee-reilly Oh wow, what an honor! On behalf of the whole team, thank you so much for playing our game, and of course for the feature as well. We're elated to have people enjoy our little creation so much!
Sub-50!
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I think it's safe to say I quite enjoyed this! I only have good things to say about this game, but I'll emphasize one: adding a time trial as a balancing feature is a stroke of genius. The game pretty much ends when it should, upgrade-wise - you're just more likely to win than to lose at a certain point. Instead of painstakingly balancing for the point to be near the end of the upgrade chain (and risking losing out on players who aren't willing to get there, too), the game just switches its goal, and you can choose whether to continue or not. Just amazing design.
Other than that, all aspects of the game just shine, really: the graphics are great (the offshooting roots, the main root filling up as the camera pans back to the top, the water level display); the music is a nice background bop that doesn't overstay its welcome; the sounds effects are on point; the upgrade system explores the core features nicely. Really great work!
That's a pretty good entry for just one dev! I found it somewhat difficult to stay alive for too long; not shooting to focus on dodging actually made the game a bit more manageable for me. I had some problems with the readability of the levels, especially after entering a wormhole with a bunch of enemies and bullets all around me. Still, it's a solid little experience, working smoothly and accompanied by nice simplistic graphics and audio. I enjoyed giving it several goes and managing to go a bit deeper every time!
This is truly a near-perfect submission in my opinion. It feels so distilled, as if everything unneeded was trimmed off, and the rest polished to a very high degree. It captures a complex set of feelings on par with This War of Mine and the Last of Us, making the player regret his own actions while having to justify them. It has several layers of scarcity and resource management driving the narrative, all while having a very limited set of features. Both the visuals and the audio work are incredible and serve to set an atmosphere not only of survival, but of horror. I think you've done a remarkable job, and I would love to see this concept developed further.
This is so great, if balanced a bit on the artificially difficult side for my taste. Not that that's bad - I suppose you aimed for a Minit-ish drive to explore the world iteratively, accruing knowledge and planning your path along it over several playthroughs. I truly love that - it shines through, and I think it was achieved well in this game (especially for a compo!), but I found the lack of light to be a bit too debilitating too soon, and the heat mechanic a bit too punishing; once your fire dwindles to a single tile radius, it feels less like being lost (which is a feeling and mechanic I fully support!) than simply waiting for the timer to tick down to start anew.
Overall, I do think this has loads of potential to become a full game, and one I'd happily pay to play. The sense of exploration is fantastic; I have a real soft spot for games that incentivize you to observe your surroundings and take them in, and where quests and errands require you to inhabit the world instead of follow a marker. Good luck continuing development!
This reminded me of games from my childhood right on the first screen. And once I found a save pickup? Sent me straight back to the 90s. The controls are a bit clunky, the level generation can sometimes screw you over and that boss fight is ridiculous, and I firmly believe all those are what gives this game its old school charm! I loved finding ways to deal with messy rooms, even if it did mean cheesing the enemy fire delay when entering a room. Hell of a job making this on your own in two days!
The music slaps right off the bat!
I liked this game, even though I've reached a level that was a bit too messy for me to get through! The atmosphere is nice and creepy, and the mechanics are simple but well built. Good job!
What a neat little experience! The rappelling mechanic works very well (although something feels a bit off about the energy dissipation?), especially combined with the limited impulses the weapon gives you. I'd say the combat is definitely the weak side of the game in its current form, as it provides little challenge that doesn't tie in with the core mechanic. Having said that though, the game is very enjoyable overall, and feels like it's teeming with little secrets just out of sight - even if that isn't the case! I'm very glad for you that you've decided to expand it to a full game and excited to see what will come out!
All in all, this is a solid little experience and very attractive visually! There are some sticking points I'd like to point out though. The coloring mechanic is awesome, and looks very cool, but lacks a complimentary mechanic to help it drive the gameplay. Anything that would either force you to move more quickly, or just a simple limitation on the amount or frequency of shots, would elevate this game a lot in my opinion. In addition, the recurring leaps of faith did little for the game, and even kind of clashed with the coloring mechanic. I'd say that if those exist they should either always be safe, or alternatively used intensely to take the game in a Super Meat Boy direction of quick iterations while getting to know the level and recognize its patterns. Still, despite those small issues, this is very impressive to have accomplished in a compo! Very good job!