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A jam submission

OmnigonView game page

Submitted by yokcos (@yokcos700) — 2 days, 23 hours before the deadline
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Omnigon's itch.io page

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Comments

Submitted

Game is shaping up great, dunno at what % of content you are, but super nice job so far.

Second area is very good. Music also feels much better than area1 (it's super loopy please revise it asap because the first are of the game is the most important one)

random stuff:

In the room 'slot', if you jump on the center pipe you will change room camera for just a sec and you can be hit by a turret shot

Loved the double joke of scope room

"Witness the view" is a fantastic moment, also calamity (I saw on stream that you can actually get killed, so nice job on that).

I liked a lot the intrigue of "time travel kill", and lmao at the button to your gamepage. But since all your game is a joke, I dunno why I should expect a payoff on time travel kill, or all the story.


I'm always harsh, prepare yourself:

Clock boss is visually great, but the battle is boring. If you jump behind him to punch(the only strategy to win as far as I know) for the longest time he has a lingering collider that won't make you hit him from behind. I like symmetry too, but it's bad design to not know if the boss is facing you or not. You need something to let the player know where clock is facing. 

General boss opinion. You design great bossfights but they are all frustrating to conquer, because your only weapon is still a shitty punch(dunno if I missed a dmg hat, at least it can be faster). All your boss feels like a lv1+broken sword run in DS. At this point I think it's a joke you are pulling on all of us.

In previous DD I praised the "put more hat and you lock yourself out of some rooms" idea. With the design of second area, I must retract that praise. On the long term being lockout of a zone and suicide on the nearest mob deals a ton of mental damage. It's not fun, just tediousness to stretch gametime.

GL for next DD.

Developer

"With the design of second area [...] being lockout of a zone and suicide on the nearest mob deals a ton of mental damage"
was there a spot where you had to do that? I tried to make all the pathways with a considerable height to allow for many hats, but it's definitely possible I missed a spot when doing that

Submitted

Alas, there are several. The only one I can describe is the north exit of the first room of the second area. that ceiling hight was a common problem though the whole level. The idea itself is great, the execution make it tedious. I suggest making a low ceiling in the room after a checkpoint (I don't remember if this is already a case in level 1).

Submitted

I was a bit surprised at how much I liked this one. The art is pretty nice. The transmogrify ability is cool. I like that you can just walk past boss fights and come back to them. The combat is more of a focus than I was expecting, and it wasn't great. The punch animation is very slow and delayed, and even with the upgrade hat it's still unsatisfactory. The platforming needs some tweaking, the player slides around a bit too much.

Submitted

Really laughed when i got the eye upgrade, also a fun "puzzle" right after, but i can see players raging at that part.

Thoughts

  • attacks having a really long windup doesnt feel good and feels imprecise
  • would prefer a stronger deacceleration to not slide around as much
  • jump platforms are really sensitive, making it annoying trying to either get past them or stand next to them, perhaps trigger them on fall only
  • Wish i could push enemies faster, especially if i need to move them around.
Submitted (1 edit)

I only played a little, but the movement felt quite imprecise, like I was often overshooting.

The two other things I'll comment on is I didn't really feel hooked from that intro, and that I waited a while for something to happen even after I walked all the way left once I lost my eyes because I expected the popup action text to display over the nothingness.

Edit: played web version only, just in case.

Submitted (1 edit)

I love the art pieces, your thumbnail and the blue parts of background.
"Adversary" and "Division" rooms had these holes in t he ground. It felt weird that the mc could walk over them as if they weren't there. I wonder if they have a purpose. I tried making the spike sword enemy fall into it, but failed.
In the room "Do not feed", if you press Down while under the ladder, it makes you go onto the ladder. No big deal, but your game is super polished so I thought I'd mention it didn't feel natural.
The chill song is a good break from the main theme. Very much needed.
And of course, I love the idea of transforming enemies. I noticed that if I died and returned they would still be transformed, but eventually would return to original forms? I don't know what triggers it. Probably time itself. Since I died a lot and was punished having to walk back, I was appreciating finding enemies already transformed. When I saw them back into original form it didn't feel as good (feels like progress was taken from me).
Edit: I've played using a xbox controller and wasn't able to move using the left stick (I tried the options menu). I'd appreciate having that option.

Submitted

Art and animation is perfect, loads of character and distinctive. Juicy menus. Humour is hard to do right in games but I enjoyed the few jokes here and there.

At first I didn’t like the slide-before-attack but I got used to it, and it made more sense when I found the rocket hat. I’m a scrub so didn’t beat the Bouncer but I’m going to blame bad RNG: I seemed to get endless bubble attacks.

Giving rooms names is sovl.

Submitted

My coins...


Also, is something supposed to happend at Calamity. I saw a boss like thing appearing but got to the end before it actually spawned.

Developer

there's a couple of ways to get coins that fall into little spaces, fret not.

it is probably best to not let calamity arrive at all, and to simply run away like you wisely did

Submitted
there's a couple of ways to get coins that fall into little spaces, fret not.

Aghast, now I see. I underestimated my powers.

Also, enemies don't seem to reset when you die (unlike when you behold), is this on purpose?

Also, deleting saves while in game (in the browser version) hardlocks the game.

Submitted

very nice little animation you added to the part where your eyes get poked makes it much more clear what's going on, very clean and slick I liked it last time I played it to.

possible bug is the battle axe bats hitting through a platform

point of criticism - I think that the background maybe to white? I like it when its blue in the starting room

Submitted

Outside the smaller smaller details, not much really to add outside the new details and cutscenes are pretty good. Keep it up.

Submitted

The frustration of a coin falling inside an immovable object, only to give the coin wings so you can acquire it...

Actually, I like the death button. I pressed it while I was in the middle of reading that it would kill me. I feel the pain of regret.

Good game