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Staying Lucid's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #268 | 3.182 | 3.182 |
Originality | #298 | 3.455 | 3.455 |
Overall | #319 | 3.303 | 3.303 |
Presentation | #400 | 3.273 | 3.273 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
The combat / night time i like the most feels good and was fun to develop
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Comments
I spent way to much time playing this game, great job! One recommendation I do have is making the combat a little easier to play, it's hard for me to press the j and shift button easily.
I dunno why but my happiness kept plummeting. I did beat the crap out of some spirits though, so that felt pretty good :)
The combat felt much juicier than the management side, so I preferred that part of the game. Some things were kind of unclear to me (like the fact that I had to go to sleep before transitioning into combat mode, and the fact that the eyes represented health). I like the pixel art and variety of enemy combatants though.
Hi, I love the idea of switching from a management based game to more of a combat/skill based at night time. It was really fun to play and very engaging. Maybe the reason I liked the combat system so much is because it reminded me a lot of Hollow Knight, which I played a lot, so I was quite comfortable with the controls to begin with. I agree with another comment saying that without any explanation is difficult to understand how to keep progressing faster into the game. But you already seem to have acknowledged it, so I have no problem with that. It's a jam game after all, I also had a communication problem inside a specific minigame in my submission, and people found very hard to progress in it. Overall a really cool concept, and the art is just amazing. Love to see it!
Good luck with it mate <3333
Very nice pixel art, I liked the mechanics.
Interesting visuals and mechanics.
However, I didn't enjoy the combat mechanics because it felt too reliant on chance, with enemies appearing out of nowhere.
I felt like the progression was a bit off. None of the buildings generated enough happiness for me to feel like I was making any progress. Instead, the minigames took a long time and only generated around 2-5 happiness, which made me feel like building things was entirely pointless.
When I saved enough to build the Inn and found that it served no purpose, I had to quit.
The "optimal" way of progressing seemed to be to go to sleep, fight enemies, and completely ignore the base-building aspect of the game.
(Thank you for making this available on Linux :))
Yeah the happiness generation is a bit too hidden you can actually generate a lot of happiness during the day, but since i provide no explanation for it i think it gets missed, the houses provide expansion slots after a day, the expansions provide a lot more happiness. This is a fault from my side completely making no tutorial. If you wanna have a another go at the game i would recommend a build order like this:
Build Order:
Day 1: Build 1 House,
Day 2: expand house with 1-2 wells, after this the game should become much easier.
This is an oversight from my side i greatly appreciate you trying the game and giving me honest feedback!
I'd say this game is quite cool! the minigames are an interesting and fun addition to the base game, the night time element is interesting and pretty cool, although the combat is a bit wonky, with enemies not telegraphing their attacks, making it harder to fight, although it is still fun! The morning is a bit confusing though, as I never really want to spend happiness. Overall, this game has a cool idea, mixing Hollow Knight-esque combat with a sort of survival game gameloop, although some convoluted gameplay and mechanics hinder it a bit. In conclusion, good job on your game!
Thanks for the feedback! I think you are right on the money, the game is a bit confusing and a bit convoluted overall, something i would have loved to fix with a bit more time!
Cool idea! I like the building part.
I wasn't sure, though, what button to press to confirm my building choice because sometimes I pressed all the buttons and nothing happened, but sometimes I exited the menu and the thing that I wanted to build appeared, and my happiness meter was the same (I guess that's the currency you use).
At first, I didn't understand what was happening at night (your character turned into another one, way shorter and way faster), but I guess that's the dream part.
Also, I find it a little bit annoying that your enemies can attack you from all directions but your attack is limited to 90-degree increments. This part of the game felt unfair.
4 stars!
You are completely right with a bit more time i would have included some introductory tips, such as controls and also a sequence when entering the "Lucid dream" part, thanks for the feedback!
I like the visuals but the combat is all about kiting, would be good if there was abilities or something
Yeah the combat can get a bit repetetive especially when you figure it out. If i expand the game, abilities and better enemy AI is at the top of my list of things to fix! Thanks for the feedback!