Protect The King by Schwarcraft 2020-05-11T19:50:52Z ♥ 1
Very nice idea and great artstyle! Really finger breaking key binding for me though, would appreciate to have charge on space or something. Even though it was fun to play! Every action felt responsive and juicy :) Good work!
LD47 — Stuck in a loop (42)
Loop around in a cycle by fraanns 2020-10-24T15:56:56Z ♥ 0
Awesome take on the theme! And pretty well done too! It was bit hard for me to control how and where I shoot the blue/yellow arrows as I still didn't get how it works precisely, but apart from that the game plays extremely well and intuitively and the concept is great! :)
West by ursagames 2020-10-21T19:19:06Z ♥ 0
I have an issue with controls - anytime your character changes direction, he does a turn with more than zero perimeter, which made me bump in to door frames or walls repeatedly. I think you should just allow the character to turn in place, even when lacking the proper animation, the controls would feel much better.
Otherwise it's really promising concept and great game for a game jam! Congratulations!
Shunk Stark by MS ANNOTATION X 2020-10-21T14:17:13Z ♥ 1
I have to disagree with all the positive feedback about controls. Both the ground drag and air drag felt nice, the character wasn't floaty at all, but you're still stuck halway to "feel good." The game felt as it is ignoring my input at times.
This has one common denominator - too precise ground check. You're not allowed to jump when you're just a tad bit on the edge of the platform, and then you're allowed to jump again only when you're back on the ground. This means that if the player hits the jump button just a little bit later, still on the edge of the platform, but out of range of the ground check, or just a little bit sooner, a frame or two before the ground check returns positive, the character just won't jump.
That is perfectly alright, it's not a bug, it works as intended, but it FEELS wrong and frustrating! So what you do when you want the player feel good is you actually cheat the physics, you record both player input and player ground check and do the action as long as those two overlap each other, but not necesarilly when they happen simultaneously. As I did to many other platformer devs this jam, I do recommend to you as well these videos which are just great both as inspiration and as knowledge base https://youtu.be/yorTG9at90g https://youtu.be/8QPmhDYn6rk
Unlike some others, I like the artstyle very much, especially the animation work, which is like the artstyle itself very subtle but works well enough and makes the game feel more alive! Also the colour scheme worked well for me :)
What I didn't get was the last level - I left only with one heart and only then I realized how I lost the other hearts (some feedback is missing) and I was unable to finish the last level - is that the intended behaviour? Should I have just more hearts to spare? In levels before I encoutered many deaths that lead me to abovesaid - I didn't jump off the edge of the platform or was unable to do a fast land-jump on a platform and just fallen to my death.
But the foundation is really strong, the movement feels really tight otherwise which usually isn't the case with Unity, so you did a great job! Congrats!
INSIDE THE LOOP by aerloth 2020-10-21T12:55:15Z ♥ 2
This is great idea! The controls sometimes confused me, not sure why though. During the first or second level a bookcase was obstructing my view, but I zoomed out and managed to get to the end. I loved the last bookcase level, it was pretty hard, but tapped the true potential of this concept! Maybe the controls confusion was caused by the camera position, or maybe the controls just bugged out. Have you thought about fixing camera to player or to gravity or have you tried that?
Awesome game, great artstyle, subtle moody audio direction, very interesting concept with great potential! Congratulations!
Wild Loop by Cerebral Bore 2020-10-17T17:58:48Z ♥ 1
I'm sorry to inform you that your character's walk seems to be rather silly :) Very interesting concept, very interesting ending (though not very obvious). There's not much one can say about gameplay. I like you kept the loop around the town pretty short, so the player can talk basically to everyone on his way, but it doesn't feel very tedious.
What I don't get is the key binding - why can't I continue in conversation with space as well? What's wrong with it? Why so many keys for such a basic few functions? I'd suggest to go with even more keys but with equivalent binding (e.g. space, enter, f and LMB all do the same, so the player can decide what to use according to their taste), this is not confusing, but unnecessary :)
I like the art very much, the parallax background looks like a paper diorama, very nice art direction indeed!
Nice entry!
Curse of Huh by JagsyFox 2020-10-17T17:08:01Z ♥ 3
At first, I expected more smaller levels slowly introducing new mechanics, the one huge level is pretty novel in this kind of game. It added an interesting challenge with space getting slowly cluttered with yourselves, so you have to carefully plan your route, but still be fast enough to fit within the time limit.
There's one minor issue with colliders that are bit strict when walking through the doorway, BUT otherwise those colliders are awesome, are forgiving enough when colliding with spikes or your past selves, but they're HUUUUUGE when stepping on plate or pushing a crate, so it won't become frustratingly fiddly. And also saved my playthrough few times :) Big thumbs up for that, really, this is done incredibly well in my opinion!
The level design is very clever and the challenge is certainly there with all the bottlenecks, a good amount of waiting and timing. Still I think the game could benefit from smaller and more dense levels - there was pretty much always enough empty space to wait in, so the tight spot was only in bottlenecks, which you could avoid by waiting in an empty room before with a bit of planning. Shrinking the level a bit would also shorten the pure waiting time, where you literally do nothing but wait for your past selves to move.
Overall really great entry! Had plenty of fun, finished the game and seen the credits till the end (of the music loop at least). Considering the amount of work you all had to done during the jam, those credits were well deserved! :)
Eloi's Adventure by Convg 2020-10-17T12:37:45Z ♥ 1
I see someone already pointed it out, but in one level, I exploded the enemy (right on my checkpoint/spawn point I lead it, clever me) and the box nearby flew over half the map and fell down to spikes and kept me from putting it on the button completely :)
The concept is pretty interesting though, and the gameplay feels good. I'd say a little coyote time would help as well as recording jump before hitting the ground, so that the player doesn't need to be as pixel precise as the program is, otherwise it feels a bit unfair, feels like you hit the right button on the right time but the game just dumped your input :)
But those are little details that need lot's of tweaking to get it feel right in the context of your game. You laid the foundation very well, the robot doesn't feel floaty nor it is impossible to control, all the basics work well. Give it some care and polish and it could really be great!
Nice work, wish you the best in further dev work! :)
Samsara Safari by jelch 2020-10-17T12:15:42Z ♥ 0
The last wheel also didn't show for me, though I'm pretty sure I collected all of them on my second playthrough (the monkey wall one was by far the trickiest, but also the most rewarding one). The game is pretty robust, so all the issues are pretty minor - sometimes the monkey would wall grab even where there's apparently nothing he should grab at, it did it on the column in the background (darker part of actual platform) and also to the tree in the background near the wall wheel while facing the wheel. Also the wall jump was a bit fiddly to my liking, as you had to press the opositte directional key with a split second timing, but that might've been intentional. Even the monkey controls were pretty consistent though, so there was no cheap deaths, just getting to know my character. The human jump felt a bit off, bit floaty or something, but still was consistent.
Using the same levels for multiple different characters is an awesome idea that deserves to be explored further and more often! The game wasn't much difficult, but the wheel challenge was nice, the last human wheel was pretty interesting and way to reach it was pretty unexpected!
I'm not sure if the lo-fi cutscene matches well with the levels artstyle, but both were really interesting artstyles. Also kudos for the characters and animations, that must've taken a lot of work in such a small amount of time!
Overall very solid game, plays nicely, works well, very good job!
Dance! Dance! Dance! Dance! Never-ending! by Egan Henderson 2020-10-16T14:04:19Z ♥ 1
Very interesting choice of background for the arrows to go on. As it was pretty noisy and colorful it was kinda hard to see the arrows (btw. google and then try the "squint test"). Also I couldn't tell how well am I doing as the only way to tell was the score counter and there was no time to look at it. Usually the rhythm games have lots of flashing, particles, text bubbles and so on to let the player know. Also the timing wasn't very in sync with the music, but wasn't terribly out of sync either, which is kinda strange, but worked somehow :)
Also I think when the loop is endless, there should've been some losing condition, so you could actually beat your own records, if not highscore table of other users. This way it is just about how patient you are.
Solid entry though, you can definitely build upon this! Best of luck in future development! :)
Purgatory Hospital by riwmd 2020-10-15T20:59:54Z ♥ 2
Interesting concept, very atmospheric game, well done!
Line of Attack by dans17 2020-10-15T20:41:00Z ♥ 3
Have you considered pausing or slowing down time when drawing the line? Or limiting the max length of the line? I agree with @invixel that movement of the enemies was too complex to plan for, also the visibility wasn't the best. I think that little zoomed out camera and slow-mo would allow the player just storm in instead of carefully waiting for the right setting of enemies. But maybe you went for the slower pacing, I don't know. Maybe I'm shooting off target, but something just felt a bit off and kept the game from reaching the maximum potential.
That being said, general concept is a cool as heck idea and you've done good job. I personally like the 2D/3D visual mix very much! Congratulations on this, it's very well done!
RingCastle by tomcooper 2020-10-15T19:10:24Z ♥ 0
The artstyle and overall mood is definitely the strongest part of this game, but still I feel like you could use a bit more of LUT or some tweaking of it. The sound design is great and puts in really deserted, lost feel, very moody indeed. I don't quite get why are you able to pick up and throw object when there's no need for it during the whole playthrough? I was constantly picking up stuff and expecting I could use it somehow, but never did. Still had some time throwing stuff around, but I didn't know how to add some force to throw, so I couldn't throw those lizards of the roof. Why the mechanic was there?
Anyway, cool project, I'm really interested in what comes out of it!
Ace of Rope by cagibi 2020-10-15T18:56:07Z ♥ 1
Awesome! The premise is silly, turns out even sillier with the boat part, post signs are funny, the gameplay feels very good and the last boss fight is really satisfying! On of the best experiences of mine this jam. The artstyle is also great, the shooting knockback mechanic which could sometimes accidentaly hit you as well is genious. Great job! :)
Hang on, Bill! by zanzavar 2020-10-15T18:34:37Z ♥ 1
Oh, THE HAT! I didn't realize I can click the hat! Maybe some highlighting of stuff you can click on when mouse is over would've helped me. I noticed that the text is changing, but somehow didn't pay enough attention to it so I thought that the hat and the guy are one object. Apart from that, I had an awesome time, the game is clever and funny and the art is great and also you picked awesome music so the spaghetti western mood is really strong! Great entry, congratulations!
Trials of the Twisted Timber Land by Enad96 2020-10-15T18:10:46Z ♥ 1
Took me a while to realize that the stone head is not a boss fight, very clever of you! :) Also I noticed that the torch is still in your inventory after you die and respawn. The key is not however, so I had to walk for it everytime I died because of that weird spawn of slimes that spawned basically on your position and almost immidiatelly hit you four times behind the lock. I think that spawning enemies out of nowhere in the visible area feels very unfair, especially when you spawn them very, very close to character. Combat mechanics aren't very deep so I guess you had to raise stakes somehow, but still this feels unfair. I also kind of expected that I could use the torch to fight slimes as well, like the fire damage kills them faster or something. That would actually deepen the combat mechanics a lot without much effort, just with different coloured stone slime immune to fire damage or something like that :)
Music felt a bit not as strong, and the player getting hit sfx is way too much for my liking, but it gets the job done.
Otherwise it's an awesome game, very robust, lots of content for a jam game, nice artstyle, everything worked bugless it seems, controls feel good. Very solid work! I would definitely play more if there was more to it! :)
EDIT: I forgot about the destroyable grass with lives in it - that was a great touch that I liked very much!
Loop Run by Iron Leonem 2020-10-11T17:41:47Z ♥ 0
It felt like the character is increasing and decreasing speed at random, or at least going faster when airborne, which makes little sense to me. That also made controls unnecessarilly tricky, as your jump distance varied greatly and I sometimes jumped way over intended platform to my death.
The idea of looping runner is very clever and you managed to add mechanics that go well with the concept and improve it well! With a little more work this could be very addictive experience! Congratulations!
Hung On Justice by Raphiell 2020-10-11T12:17:05Z ♥ 1
I didn't figure out that you lasso yourself further when running, I noticed only in gameplay gif on itch.io, so that way I realized how to get over the canyon. Still the execution on it's own was pretty difficult being it the time you just introduced the mechanic (or at least made the player use it) and the stakes were pretty high as well. So I'd say the difficulty curve is bit steeper than it should be.
But on the other hand, controls are precise and consistent enough so that the player actually can git gud :) That depends only on their will. The gameplay feels good and the game is not long enough to start to feel boring or lacking new mechanics. I am not sure if the arcade style lives to go through the whole game is a good idea, but you compensated very well for that with lives getting out of enemies that dealt you no damage, if I noticed correctly the rule, which is very, very clever and I like this idea very much! :)
Sometimes the enemy placement and their AI didn't feel much fair on the first go as enemies were seen last minute and there were pretty fast on the draw, but then again you could memorize position of every one of them, so it compensates with time. Still I would at least reconsider it once again, especially the very first enemy in the game, which again, like the long lasso jump, is introduced very unclearly and the stakes are very high, giving the player little to no chance to prepare. But it would be more of an issue in longer game where you could better keep the introduce-reinforce-challenge mechanic loop. Since the game isn't that long, it is not that big of an issue, but definitely is something to consider in the future :)
The artstyle is great and visuals are close to perfect, I find the audio part unfortunately much weaker, which weakens the mood a bit. Also the volume levels of the audio I find very all over the place and I think that overall volume is pretty low.
Overall I had a lot of fun with your game! Thank you and congratulation!
Evo-loop-tion | Ludum Dare 47 by MrchickenBoy 2020-10-11T10:12:19Z ♥ 1
Does your brother have a name, or does he have "mrchickenboy's brother" in his ID? :) Considering your workflow, it is actually rather an achievement that you have at least something playable, when you went with a new engine just for the jam :)
Getting platformer feel good is a lot of work even for skilled masters of craft developing full length game, so at least for me the platformer, though very popular, isn't an easy go-to genre, just because though it might seem simple, the proper, or at least plausible execution is pretty difficult. On the other hand, you have to start somewhere, you have to start somehow, what better place than here, what better way than LDJam :)
For further research I recommend GMTK's video about Celeste https://www.youtube.com/watch?v=yorTG9at90g (but the whole channel is just superb).
As my playthrough went:
I was pretty confused what was going on in the beginning, as first I couldn't jump over the spikes, then I realized that there's a lever I can pull with mouse (that is not very common in platformers, mostly you have to get your character to the lever), so I pulled it, but it was too late and me and the box disappeared in the middle of the jump. Then it took me a while to get in sync with the timer, so I looped in the middle of the jump a few times over. But I calmed down, waited a bit and then got the timing right. Still I felt a bit confused, as the loop wasn't signaled in any way except for the change of the position. Some VFX would really help with this in my opinion.
As the first level was a pretty rough practice, I had no problems with succesive ones. I got stuck in the last one, where I thought there was a bug that I looped back from the maze, but soon I realized that the level is a tad bit different and that it is supposed to happen, then I waited again to get in sync with the timer and finished the game. What didn't cause me a problem, because I read the instructions, but cannot understand the reasoning behind, is why you have different control scheme for platforming and different for labyrinth?
Once it occured that the timer went to negatives and nothing happend. Also the character is able to do a wall hang, when you cannot make the jump on the first try, and then kind of wall jump again on the platform. As the character is lacking any animation, I couldn't tell, if it is intended behaviour, or just some weird physics/collision bug. It helped me to finish the game though, so I went with it :)
Solid entry, congratulations!
Ouroboros by JoeDev 2020-10-10T20:42:46Z ♥ 1
Awesome interpretation of the theme! The hitboxes on tower enemies are very counterintuitive though and caused me a lot of frustration :( But overall this is very polished experience, congratulations on that!
Snake Loops by Ividusk 2020-10-10T19:26:59Z ♥ 1
It's incredibly cute! I feel like the game area is unnecesarilly big, lots of hopping here and there, much of the time the visible area is just grass and flowers, which also doesn't help orientation. Maybe even increasing the hopping speed (I used shift hop) would help as well. Very good idea is that the berries grow again once picked but in different colour. You hop faster diagonally btw., that's probably unintentional as it used to be :) Very cute stuff, good job! :)
Stuck in the Luntic by Harrm 2020-10-10T19:14:29Z ♥ 2
I got what you're going for, I actually recently played another jam game with similar idea, but still this is pretty unique. What they did a bit better was that they had distinguishable central hub, so once you went straight south and arrived to the hub from north, you realized what was going on. So in your game I expected it's gonna loop, but I couldn't tell wheter it already happened or not, cause everything looks the same. I noticed the loop only when volvox globator pushed me down some corridor and suddenly disappeared and some torches appeared instead. Still, when everything looks the same, it's close to impossible to figure out where you are and how things loop and work. So my suggestion is basically to add something distinct to the maze, so that the player can tell how the loop works and where he is. In your case, it'd probably be different flooring in different areas, maybe different torches and so on. The creatures themselves are too sparse and shapes of corridors aren't unique enough. Also I'd cut on the dead ends - you're looping, you don't need any.
The lighting was very nice and the normal mapped ground looked awesome, sometimes corners didn't cast shadows though. The creatures were interesting, weird in a good way and enhanced the atmosphere. What I absolutely loved was the graphic of the crack/hole in the ground. Maybe I'd consider more coherent artstyle though as the character, creatures and the hole didn't really match the flooring. I think you can make handdrawn flooring looking as good with normal maps and lighting.
Overall great idea with impressive graphics that's missing a few bits of work that would make it really fulfilling experience.
Stuck in a (Time) Loop by staircase27a 2020-10-10T18:21:56Z ♥ 2
Despite a lot of issues that are not perfect (or even good in some cases, unfortunately), I enjoyed the playthrough very much and do like the game. You came up with solid puzzle mechanics, clever twists and interesting levels, which during a game jam is not easy at all! And I'd actually play more if provided :)
What nearly made me quit in first level though is the movement. Haven't I found out that you can also control the character with mouse, I wouldn't continue, the keyboard movement was too floaty and unprecise to be at least plausible and was downright frustrating to keep losing just because the weird momentum of Unity physics. Don't do that next time, please, it would be shame if you'd lose players of good puzzle game because of bad controls. You're making a thinking game in a first place, the execution shouldn't be this difficult.
Minor stuff is that sometimes collisions won't trigger, so you have to wait for third or fourth bump to cause paradox, which with missing "R to restart" is causing unnecessary delays in play when you know you already messed up and there's nothing you can do. Also the graphics could use a lot more love, but since you made it all by yourself in 48 hours, I'm glad that you rather spent the time to actually think through the concept and some level design and I can totally go with the looks, as the core puzzles are fun enough :)
So overall I'm very, very glad I accidentaly discovered the mouse control which allowed me to have a good time, but please, be careful with your controls next time!
Also I think that what you have is good foundation for further development! Congrats, good job! :)
Hold on granny by Anrewqa 2020-10-09T21:10:47Z ♥ 3
When you get me stuck in a time loop, just make it looping, please. The most annoying thing I can imagine is getting back to main menu and having to click two buttons to get back to game :) The gameplay is designed the way that no one ever could complete the game first time, so you should've designed the fail state apropriately. This way it makes no sense and doesn't even go with the "stuck in a time loop" thing.
But apart from that, the amount of work is amazing, character controls felt really good, the circle for looking through buildings you're behind is a nice touch, and even the story is pretty functional. Some sfx would help a lot, but hey, time's low, right. And the overall artstyle, environment and models...wow!
If you're planning on further improvement (which you should, everybody would love an interesting twist to Sexy Brutale), I think that most important would be to have things loop seamlessly, so that the player knows when time loops back, but he can investigate at his own pace, se how things unwind and what changes with his actions.
Great piece of work overall!
TRAM OF WISHES by katamary 2020-10-09T20:42:58Z ♥ 1
@maliyshock @katamary I'd like to know what @vivien-fargette wants, say we took all the passengers with a star through the depo and miracle happened, will it ever stop happening or finish in some way, or is the miracle looping forever and the miracle itself is the end?
Also I though that miracle happening was the last stop and I'm supposed to open the door and let them out. And I'm still pretty convinced that this is what miracle is about, though maybe that wasn't your intended interpretation. If it was, maybe you should allow them to get off the train after miracle happens, that would make nice though bitter ending.
Anyways, this was amazing and the (at least percieved) depth of so simple game is breathtaking, the artstyle is beautiful, I love it! Do more, more like this, more of this, more whatever, just please do! <3
Loopbot by ctpeepee 2020-10-09T20:09:56Z ♥ 1
Very clever idea! But I struggled to practise the beat without metronome and knowledge of the level/beat. Also it felt like there's some lag between hitting the key and the sound effect, which was pushing me out of rhythm. Are you sure that there's no silence on the beginning of your sfx or something like that? Still I liked the game very much, picking up notes that play into the track was great detail! Good job!
Looping Gazelle by Maxime Cyr 2020-10-09T19:49:39Z ♥ 2
Awesome atmosphere! And also great take on the theme, I haven't encountered any like this so far, and I'm actually pretty interested in some post mortem explaining how it was done!
Minor annoyances - I feel like the torch was really unnecessary upgrade as there should've been bigger visibility radius from the beginning, the atmosphere would have been as dense in my opinion (and the boots of faster movement are pretty questionable too, as it adds nothing to the actual gameplay). The smaller visibility circle just made it more unpleasant than moody. At least there could've been as big circle, but more of it would've been lit just more dimly without the torch. Still the lighting work was really well done and helped the overall atmosphere a lot!
Second minor annoyance is that entrances felt too tight, sometimes I got stuck on the corner, so maybe smaller colliders or some way of letting the character sort of flow around the corner would have helped.
I would suggest (in case of further improvements, as there was probably no time for that during the jam) to make areas more distinct. I get that player is supposed to feel at least a bit confused about where he is and how he's looping around, but then he should also be able to wrap his head over it and get to learn how the stuff works, which is close to impossible with all the same corridors everywhere. So maybe some different carpets, wall paint or style or even some pictures hanged, so that different corners of the manor/maze are recognizable, so that the player would get even more "aha" moments than he got from seeing the gazella in really unexpected place for the first time. Oh my, there's just so much space for pushing this concept further that I'm bit jelous of you! :)
I really enjoyed the game, the spider spooked me properly, and also addition of checkpoints before points of probable death (or other fail state) was very clever from you and saved many players from some serious frustration, myself included! And the concept is really clever, can provide many exceptional puzzles on it's own, as few games explore this idea! I'm glad I found your game and I wish you keep going!
Escape the Loop by magnusfurcifer 2020-10-09T18:36:34Z ♥ 1
I was getting stuck here pretty often, even the slide didn't get me through, sometimes it helped to "jumpslide" or any other button mashing
scr.png
The arrow keys to move, space to jump (not being able to use WASD) felt a bit unintuitive and caused me a bit of trouble. Also I felt that the cleaner moves a little bit too fast to actually collect anything. Still interesting idea, making a feel-good platformer controls within three days is hard :( Still good work, you definitely have something to build upon!
LDJRodeo by Oinktato 2020-10-09T18:25:05Z ♥ 0
It's clear that you are currently learning the engine and how stuff works, so there's a lot of things you will learn, that will help you next time, but if you carry on, I bet you'll surprise yourself soon enough with how big of a progress you've made :)
For the game, I'd say that you should've at least tweaked the physics, the cow felt more like a ship than an animal, also the cow started rotating after I hit the fence once, so maybe freeze z rotation on rigidbody component next time. It is also probably better to learn to code actual movement instead of using Unity physics, as you have both better control over the movement and less cpu overhead.
With controls this floaty and objects randomly spawning and despawning, it was actually unnecessarily hard to collect points, as when you finally manipulated the cow in the right direction, the object just despawned right in front of you, which was a bit infuriating, and it also took away any planing and strategy.
Also some at least basic animation would improve the feeling of the game.
It's good you managed the lasso loop to follow the cow tightly enough that it was actual threat, but not that tight that it was unavoidable. I'd be proud of that if I were you and I think it's definitely something you can build on!
Keep it up, I'm looking forward to see you next jam!
Cattle Ropin' by nandelind 2020-10-09T18:11:55Z ♥ 0
I'm glad that someone went the same way as me with the loop theme :) It's quite challenging to hit the cow, maybe some more feedback would help. But it is simple and very functional concept! Would be nice to have a highscore table to know how am I doing :) Big plus points for cow-nter!
Knights of the Holy Loop by RenD 2020-10-09T17:08:20Z ♥ 1
Oh boy, this is a great amount of work incredibly done for a jam game! The concept is awesome and pretty well thought out, and definitely something worth expanding, especially for mobile platform. I agree with guys above that the combat phase is very passive, which is a shame, especially during boss fights, which plays basically the same as normal enemies.
Also it is prone to optimalization - I set up the best circle I thought possible and change it only when new heroes arrived. Maybe it would be worth trying allowing the player to change the circle between each round of battle, so that they could react better to boss's moves.
Is the game endless? I finished five worlds and am not sure whether to carry on, as I got more gold than I could ever spend and things started to drag a bit.
Still the first few levels, characters and discoveries were awesome! If you could keep that tempo, shorten the game or change things around a bit, it could be an impressive full game.
So basically my biggest problem with the game as it is and considering the jam character of it is that you just made it longer than it could be, which made the experience fade unnecesarilly.
But that cannot change the greatness of the idea and the execution as well, awesome artstyle, atmospheric music, juicy enough, both visual and sound effect are good. Great work!
Journeys to the Spire by C0nt 2020-10-09T13:06:52Z ♥ 2
I have no idea what's going on, but that actually made for very calming experience. I love the elder naming places thing, it actually makes lot of sense, no matter what is going on :) I had no sense of orientation though, the game started with zoomed out, but zoomed more in eventually, so most of the time, I saw just green grass and my character slowly heading to demise. So even when I tried just to name stuff with elders, I didn't know where to go or what to do. Also I didn't know how or where the babies were born, so lot of confusion. But it was being lost in a pleasant way, somehow :) Good job! :)
Time Crash by Gonzalol 2020-10-09T12:55:07Z ♥ 1
Really polished game, but I think the gameplay is really hit or miss here, people with a thing for a memory games will be very pleased, others not so much, because there's not much more to it. Is there a highscore table? Or is there an end game screen?
But it is clear that you know your craft, it is really polished, smooth, bugfree experience of very high quality!
Ticket to Loop by Rost 2020-10-09T12:20:20Z ♥ 2
In the html5 version, it gets pretty laggy when you have lots of cars and therefore lots of bullets in game, I guess some pooling and GC issue, but that might be the limitation of html5 platform, dunno :)
Also why mouse to aim, space to shoot? Why not LMB? Maybe even RMB to pick up passengers, scroll wheel to increase and decrease the speed? It could've been all mouse controls, but keyboard is okay except for space to shoot, that doesn't make sense to me :)
Still I had fun, even with the minimalist artstyle and sfx it felt suprisingly good to shoot the enemies, their popping/clicking sound felt so good! I couldn't see much of a challenge or change in a gameplay, but still spent good amount of time just riding around and shooting those skeletons! And the graphics, though minimalist, is very good, the cloud shadows are an awesome touch! Very good work!
Lost Caravan by spacecadet 2020-10-09T12:06:36Z ♥ 1
I kept getting lost and got frustrated that I couldn't find a way to prevent it. First I thought that the level stays the same, so I have to memorate it, but that didn't happen. Then I thought that maybe water is only on the right path and I should follow it, but the the water lead me to the wrong path again. Also I thought that I'm far enough from the snakes and hyenas but still they got me. Also the gradually increasing the speed felt bad for me, I think that linear would control much better, either you go or you don't. You only have two directions, so that inertia doesn't feel right for me. Also took me a while before I realized that I take damage when not hydrated, cause there's no visual cue (red overlay would have sufficed I think).
What I expected was that the game plays in kind of lanes, and that enemies can hit you only when you're in their lane. When I realized that the movement is smooth all around the vertical axis, I expected that the colliders would be something like on the picture. scr.png
Still I kept playing for a while cause I really, really like the graphics, and also I wanted to know if I'll ever reach the caravan or if I'm just stuck in a loop of procedural generation. I like the enemy variability, even though there's just two of them, they're very distinct by their behavior as well as player reaction to it. You got some good stuff going on, some neat ideas and very interesting art direction which rubs me the right way, you definitely should keep it up!
Traveling the Wild West by Cwazywierdo 2020-10-09T11:47:42Z ♥ 2
Lots of people here seem to have been confused by the lasso mechanic and so was I. I know that you put the techniques in description, but I think we're a bit past the "game manual" era :) As my experience goes, I first succesfully lassoed the rocks, so I just expected that everything gets thrown in the direction you move the mouse into after relasing, but that didn't work much. So then I had to rtfm :) I feel this a bit shame, cause that didn't make me feel very clever for figuring out myself what to do, and also I don't think that I would've ever guessed that the right direction to the carriage is up (not even mentioning the bisons). I sort of expected that the direction would be towards the carriage. But once I've been told what to do, I got a hang of it and it worked pretty well, though it was a bit difficult for me (got to about 150 gold).
Still nice entry, very clever take on the theme!
GitGood Dungeon by Quoclon 2020-10-09T11:33:07Z ♥ 1
I tended to hit enemies going vertically, which didn't seem to work, which bothered me a bit. Also, as pointed above, the mouse controls seems to be pointless, and maybe full keyboard binding would prevent me from trying to hit enemies above or below me :)
Apart from that, it is a solid work!
Loopy Shooty by JaTDev 2020-10-09T11:23:58Z ♥ 1
Pretty neat entry! It got me a while to get used to the camera movement, I think it's a good idea that it shows you where you aim, but maybe there're still some numbers in need of tweaking? I'm not sure, cannot put my finger on anything specific, just that it felt a bit off.
The difficulty curve was pretty good and also the enemies variety was there, so it really kept you playing! Good job!
Souless Loop by craftwill 2020-10-09T11:03:47Z ♥ 3
Hey, I know the time is tight and it probably took lots of it just to get this up and running and it's still a great job from you guys, but the point of the jam is feedback, isn't it? So take this as a suggestion for improvement, not dissing your effort!
I had fun from the beginning, but then the gameplay got a bit samey. You know - your attack frequency stays the same, even when upgrading your shield, the basic green enemies still deal you the same amount of damage, and most importantly, all the enemies are the same. They may have different animations, but mechanics wise they're the same - they aim at you at constantly, they attack at the same distance just directly forward, they just deal less or more damage. Once you realize that, the experience turns from fun to grind.
I think that there're basically two ways out of this, depending wheter you want more diablo-like aproach or more souls-like approach. The first one you should vary your gear - different attack timing, different area of attack, and spice it up with some skills and magic, that can help you in a tight spot. That way the player always have some interesting decisions to make.
The latter one needs more thought out movement patterns of both enemies and the player. You need more visual/audatory hints - that the player is ready to attack again, that the enemy is going to strike and so on. For this to work, you need to "dumb down" the enemy, or better said not make the enemy so perfect - the enemy has to have some chance to miss the player and the player has to have some chance to dodge the attack (or block or parry it). Give the enemy some rotating time instead to snap-aim it to the player, some decision making time, some stun. Give it predictable but still challenging enemy attack patterns.
Right now, you stuck somewhere inbetween, so once the player realize they can't even properly dodge, nor do anything except for sword swing, then it becomes just the game of grind and rising numbers, and there's barely fun in that, unfortunatelly. As for me specifically, I prefer the player-skill based design as opossed to in-game-skill based, but the choice is yours in the end.
But all of this probably is way over the scope of game jam game, at least for me would be for sure, so it's more of a "dig into this in the future" suggestion, which I feel is a strong part of a game jam :)
Apart from said above, I never got lost, confused or anything, so you did a pretty good job with overall design. Only thing that lacked information for me was the player animation - I would like to know better what is my weapon's reach as well as when I'm ready to attack again. Without it it's just spamming LMB and hoping for the best. Still, no bugs, no getting lost, well done.
I died a first few times before the timer ran out, so when I finally reached the end of the timer, it scared me for real! :)
Overall you did a great job!
Asteri by Wyatt 2020-10-08T13:46:26Z ♥ 2
Just started the game and went here to give you five stars for the audio instantly, that music made my day!
The gameplay took me a while - I somehow get that I'm supposed to be collecting those bubbles, but I didn't know what to do with them (I didn't read the description), so I first tried to put one over the other, which didn't work, so I took it to the ship, which did work and I was very happy about myself being so clever :)
It took me a while to understand the gravity of the situation, but then controlling the astronaut felt pretty good and satisfying, in a souls-like manner all the damage taken was totally accountable to me :) I experienced a weird glitch, when my astronaut just disappeared on the left side of the screen, in still visible area where there was nothing apparent to collide with, so I assume that was a bug? Or an invisible black hole, as both space and black holes are black, so it cannot be seen? :)
Also I somewhat assumed it's gonna be endless but then my spaceship just flew to the right and left and I was brought to the main menu again, so I suppose I won? Didn't see any lives count, so I must have won, yeah? :)
And once again, THAT MUSIC MAN! You're awsome!
Caught in the Sheriff's Loop by Kassie Kitsune 2020-10-07T21:16:03Z ♥ 1
Guys up there are totally right, the lasso feels so heavy it's hard to believe it's really a lasso. Still great idea that it actually loops around, so you have to think where to go not to cut your reach. What I don't get and hopefully is a bug is why would you obscure so big part of the game with a wall? I was expecting the front wall to disappear or get at least transparent as soon as I enter the corridor, but none of that happened, so I just guessed where stuff was and the gameplay felt rather frustrating in there (the level on the picture). Also I managed to escape through the wall in the level before, where the guy is patrolling outside, through the bottom right corner of the sheriff's office. The artstyle is pretty good though and the idea is really clever and surely looks like something that could work well with further improvement :)scr.png
Amusement Shark by No Grapes Games 2020-10-07T21:02:01Z ♥ 1
Those screams will haunt me in my dreams!
Very impressive. I'm not a big fan of this "all around the place" artstyle, but I enjoyed that one bit of the story, the premise is really lovely and over the top :)
The gameplay itself sucked me in and some levels felt really great when you got the timing and movement right (I think that level 5 really hit me with this feeling first and I got really into it)! I really enjoyed the playthrough, like really :)
Great work!
Hilda is the good Child by TheRoflcopterist 2020-10-07T20:33:01Z ♥ 1
Chrome works fine for me.
[SPOILER ALERT] Is there actually any way out? I tried to click everything in every level, but the loop went on and on. [SPOILER OVER]
Neat work, a bit obvious take on the theme, but the art direction and music made dense mood, levels are interesting enough, though there're just a few, but hey, it's three days :)
At first I was afraid to move through the black spinning thing as that looked like it's gonna kill me. Also I had a minor confusion with the first encounter with movable wardrobe. I noticed something's wrong with the flooring (great job with environmental hints!) but I was too focused on the spinning thing and what I'm supposed to pick up and so, so I actually realized I'm supposed to move the wardrobe just as I moved it by accident. I was on the left side of the wardrobe though, so it was pretty difficult to move (and judging by the night stand, it was not supposed to be moved from left side). Next "playthrough" a moved it from the right side and that felt good.
Good job you guys!