@nick-shooter thanks for the feedback! So I actually decided to keep the momentum it inherits low when releasing an object, as we wanted "larger throws" to be something you could utilise the hiccup for. You'll notice you throw things much further when hiccuping. We didn't want to have to force people to use the hiccup mechanic, but yeah it did make things easier if you utilised it. However, we still could have added a bit more momentum to make the windmill bit a bit more tricky. As for the cog bit - glad to hear you figured out that new way of doing it! The intended way was to stop fan with rock, run cog into the lift, then run back and remove the stone - then the hoarder would get killed by fan when running back to his home with the cog! I can def see how it would have felt a bit tiresome doing it otherwise!
@jag thanks very much, spacey makes lovely 2d art and we are glad you liked it!
@fedir we did have a carry animation, but ran out of time to implement it sadly :( Was spacey's first time doing 2d animation for our games, she did good!
@daivyishere thanks for the kind words <3
@yellowkamel thanks for playing on stream, glad you liked the character! hic!
@eroaxe thanks a lot for the good feedback. yeah we agree, the puzzles don't always suit a jam. A vague puzzle in a game like inside you don't mind spending 10 minutes on figuring out... but in a jam I don't think the audience is the same or as patient. Murder of hoarders was sadly a valid strategy... they just love the shiny :(
@jeremy-ryan lovely fan art, Beardadette is honoured! We agree about the hiccup timing. The music beat and the screen effect does help, but the screen effect coming on 1 second before isn't as helpful as it could be. The intention was for it to start to fade in more intensely, but we never got the chance to refine it properly. I think maybe something subtle like 3 dots above the character that would come on like a 1 - 2 - 3 - HIC count down would have helped.
@jvdwijk thanks for kind words. We would have liked another half a day to polish all, but we were happy with the core aesthetic at least!
@stvup thanks for the feedback! brainoid designed some good puzzles - they had the risk of getting people stuck, but we're pleased you enjoyed solving them!
@zubspace thanks - our first time doing this style in Unreal in a jam, we think it came together well! 2d stuff in unreal has a bad reputation as there are issues - but was fun to explore it!
@thoastbot appreciate it! yeah we felt the theme was going to produce a bunch of games of the same type - so we wanted to find something that was relatable to all yet not something conventional in a game. Due to 10 seconds being quite long, we had to make sure not all the game puzzles / platforming relied on the hiccup, but glad it still felt a core part of the experience.
@michaelaranda thanks for your solid feedback when playing it on stream!
@rincs Beardadette is flattered by your praise. She's actually blushing! :D We are glad you enjoyed our game - one of the biggest parts of the jam for us is hoping people enjoy and react positively to our games!
@mika314 yes, there's a bug with orientation that happens if you press R to restart when you're already in the process of restarting! Fixes itself after another restart though so we didn't rush to fix it! As for the cog puzzle, its a tricky one - the intended way was to stop fan with rock, run cog into the lift, then run back and remove the stone - then the hoarder would get killed by fan when running back to his home with the cog! However, occasionally it bugs out and the hoarder doesn't get killed by the fan, so it can be a bit finickity.
@bobfish thanks a lot - its a highlight of our jam to watch other people on stream play and react to our games. Appreciated your time.
@tyrannas yeah - we wish we could have made the UI / visuals easier for people to know when the hiccup was coming. We had a timer on screen when debugging, which tricked us into thinking it'd be okay - but def was something people took time to learn.