I really liked this!!! The art and concept is great! Honestly my only criticism is that I think the player moves just a bit too slow, so it made parts feel very tedious. Other than that, good job!
Play game
Poison The Well's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #21 | 3.654 | 3.654 |
Gameplay innovation | #37 | 2.885 | 2.885 |
Overall | #38 | 3.154 | 3.154 |
Fun Factor | #41 | 3.000 | 3.000 |
Theme matching | #61 | 3.077 | 3.077 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members (number, nicks, discord if you want)
1, _lazercat
Did your team make the majority of the art and music during the jam?
No - But all code was delicately hand-crafted!
Game engine
Comments
Word on the street is that this dev made a really enjoyable stealth game even while fighting off sickness hahaha - Seriously though I really enjoyed the mechanics here and level layouts were all really good. Great job!
Game looks very good and I like the music! Good integration of the mechanics!
This is so beautiful! You nailed the art and made such a cozy, good looking game! Amazing work!
The game was great! Sure the assets weren't made during the jam but you did manage to put them together to be coherent with eachother. Overall the movement is a bit slow though and the cooldown on the stealth is a bit too long. But great job on the game regardless!
The game is very well made! The soundtrack, sound effects, and animations are all beautiful. Great job! I really liked the stealth mechanic and destroying the towers.
I like the premise but the way it plays at the moment is either slow and tedious, or rage quit inducingly frustrating.
@Vinehead gave a very good review and covered everything I wanted to say.
You may not have made the assets you used but you have tied them together in a pleasing way, you might think my opening statement was a little harsh, but you have made a good effort with this, and I did spend a bit more time than I thought trying and trying again.
I do like the checkpoints as they mean that "death" doesn't mean you have to start the whole puzzle again. I did notice though that any enemies killed up to that point revive. It might be better if they didn't as this might reduce the amount of times you get spotted with the current set up.
This game manages to have a tutorial, dialogue system, multiple levels and creative mechanics. Wow! How you managed to do all that in the time frame seriously impresses me.
However, there are a couple of things that I would adjust if I were to update this game, namely:
The character moves quite slowly, which made the long walking sections between each puzzle section a bit tedious, I would make them faster or reduce the distances between puzzle sections.
The stealth cooldown is too long and the ability can be used an infinite amount of times, which results in the easiest way to beat most sections being to wait the 30 second cooldown repeatedly, so perhaps a system where the ability doesn't recharge automatically but there are "stealth pickups" that allow you to use the ability again would be good, and encourage the player to beat some sections by actually avoiding the enemies cone of sight.
The hitboxes for some of the enemy cones were quite inconsistent, and for the moving enemies it snapped 90 degrees when they turned too rapidly to react to. I don't really know if there is any easy solution for this that you could have implemented within the time frame of the jam.
With all that being said though, this is impressive work! You should feel proud of yourself.
This game manages to have a tutorial, dialogue system, multiple levels and creative mechanics. Wow! How you managed to do all that in the time frame seriously impresses me.
However, there are a couple of things that I would adjust if I were to update this game, namely:
The character moves quite slowly, which made the long walking sections between each puzzle section a bit tedious, I would make them faster or reduce the distances between puzzle sections.
The stealth cooldown is too long and the ability can be used an infinite amount of times, which results in the easiest way to beat most sections being to wait the 30 second cooldown repeatedly, so perhaps a system where the ability doesn't recharge automatically but there are "stealth pickups" that allow you to use the ability again would be good, and encourage the player to beat some sections by actually avoiding the enemies cone of sight.
The hitboxes for some of the enemy cones were quite inconsistent, and for the moving enemies it snapped 90 degrees when they turned too rapidly to react to. I don't really know if there is any easy solution for this that you could have implemented within the time frame of the jam.
With all that being said though, this is impressive work! You should feel proud of yourself.
This game manages to have a tutorial, dialogue system, multiple levels and creative mechanics. Wow! How you managed to do all that in the time frame seriously impresses me.
However, there are a couple of things that I would adjust if I were to update this game, namely:
The character moves quite slowly, which made the long walking sections between each puzzle section a bit tedious, I would make them faster or reduce the distances between puzzle sections.
The stealth cooldown is too long and the ability can be used an infinite amount of times, which results in the easiest way to beat most sections being to wait the 30 second cooldown repeatedly, so perhaps a system where the ability doesn't recharge automatically but there are "stealth pickups" that allow you to use the ability again would be good, and encourage the player to beat some sections by actually avoiding the enemies cone of sight.
The hitboxes for some of the enemy cones were quite inconsistent, and for the moving enemies it snapped 90 degrees when they turned too rapidly to react to. I don't really know if there is any easy solution for this that you could have implemented within the time frame of the jam.
With all that being said though, this is impressive work! You should feel proud of yourself.
Difficulty would need some fine tuning as well as it would be useful to have maybe more abilities? As in some situations I found myself just waiting for Z to reload. On the other hand I love the idea and the setting of the game is really cool. Can imagine that this could evolve into a bigger project. Great job!
The idea of goblin saboteur infiltrating enemy base is clever.
I appreciate in-game tutorial.
Game is hard - I understand it is as designed, but I didn't had enough patience to get past the enemies on second level (and oh my - how many swear words were yelled :-D). It might help to lower the stealth cooldown - especially when you can still wait for it to replenish, but there is no fun in waiting. Or maybe if the enemy spotting was not insta-death but you had some time to escape the view cone.
Visuals and sounds are lovely.
Overall - great job!
Cool stealth game with a unique theme!
Overall the gameplay is solid, but I gotta to give extra props to the tutorial section, they're intuitive and easy to understand.
Great job!
Perfect. Only when I go UP or DOWN with player animation is still left or right no up, down.
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