I really like the parts that paused the game until you pressed the interact button again. Gives the impression your character is thinking about something. May steal it. It's amazing for a game made in a day.
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I absolutely love this game, and I am so excited for the full release! The first enemy fight was amazing. I love that it just gave a somewhat challenging fight from the get go that shows the amazing mechanics. The next two fights, however, are lacking. The ruby root swarm was a damage sponge and I stood no chance in the boss fight. I still feel like I don't understand as much of the world as the game would like, but what I do understand is awesome. I love the cinematics and the focus scene was awesome. The art style and music was charming, although I saw a few placeholders. Again, amazing game with a few flaws. I'm so glad you decided to continue with this.
Let's just say I had bigger goals than I should for a game jam. (I was inspired by Duskers.) If I expand upon this I will definitely add more. Thank you so much for the constructive criticism!
Strangely atmospheric. Reminds me of childhoods spend in dirty motels lying on hard carpets, playing secondhand board games, and staring at the fog outside the window. This captures something rare.
There's a lot about this game to like. The art is amazing. The way the light goes off suddenly and the shadows smoothly recede back to reveal hungry beaks eyes and teeth. I like how you used a turn based approach rather than a real-time timer in this game's use of the limitation. (Unlike me who did the timer.)
Unfortunately, I feel like levels run out of ways to explore this mechanic quickly, and that the difficulty curve goes weird in the last half. The other graphics feel a bit bare too.
This game is a great game and i enjoyed playing it. I hope you had a good time making it.
I enjoyed this game. The art was cute. The mechanics were simple but fun, throwing new things in and giving them proper introduction n how they work. The level design was pretty tricky. This game has a lot of polish.
However, there are a few things that could be improved. The controls seem a bit laggy in the beginning, but once you realize how to press the buttons ahead of time, they are pretty responsive. Level four is an extremely steep difficulty curve, it ended my first two runs on easy and normal, and almost made me quit the game. Also, the death animations take too long. This may seem like a nitpick, but this clashes with many aspects of the game. This game is a hard die then retry game. Having to wait for the girl to catch you is frustrating. Besides, the added addition of the clock, which continues even when you die.
Also, I want to talk about how the time limit was implemented. It was a little frustrating, but breezing through the first few levels after a restart? Man, that felt good. Although I fear in hardcore there will be a similar problem, where you know you can't beat the level in time, so why bother trying, and just waiting.
This game is a good game and it deserves more attention. I hope this feedback is helpful and not overly negative.
This game was a really cute and really good. I wouldn't be surprised if it wins. The amount of polish and art is mind boggling for a three day game jam game. (I also see that the submission was pretty clutch. 40 seconds?! Wow.) I am glad you submitted this game. The difficultly is harder than diamond, but that's what makes it so fun to complete.
The only problems I have are just nitpicks and matters of personal taste. The controls are a bit slippery. The difficulty spikes a bit too quickly. The signs only show information the player has probably already figured out from the level design. You have to backtrack to get to the start of a level. The ending is just a freeze frame. (But it's a very pretty freeze frame.)
Other than that, this game is amazing. I hope this feed back is helpful.
Both the art and sound design of this one was amazing. I loved the creature designs, especially the weird four eyed bird. The boing sound was a boing that is worth all the boings.
Unfortunately, it seems like this project was rushed. Some graphics have only placeholders. The mechanics of the grapple aren't really shown, and I was able to get to the boss without it, but had no idea how to defeat the boss. I couldn't see any timer, so I had no idea how much time was left. The controls were janky. The reset was full game rather than one level, which was annoying.
This game was very ambitious, and I do want to see what it could have been with more time. Sadly, I fell those ambitions were too big for just three days.
A game with a lot of effort put in. I like all the art, especially at the title screen. There's a lot of polish, like the particle effects in the title. Controls really well with a controller. Heck, there's even custom music for this! I also liked how the level design taught you instead of there being some ridiculous tutorial.
Unfortunately I wasn't able to complete the game because the whole game restarted with a single failure. I quit after dying three times on the same level, which had quite a bit of a difficulty spike. The puzzles were a bit simplistic, being standard lock and key. It was hard to tell which form opened which door due to the colors varying a bit too far from the colors of their form.
That being said, I hope this doesn't discourage you. This was a great game, especially for a game jam, and I hope this feedback helps.
An adorable little game with amazing art. I had a smile the entire time I was playing. Also had a nice bit of strategy in planning your moves with the flies buzzing by and the frogs alternating. My biggest gripe was I had no idea what to do within the first few seconds of the game. Maybe not a full tutorial at the start but a quick guide would help, or a tutorial option in the menu. Also, some indication of which frog you were playing as would have been nice. Otherwise, this game was amazing.
I think I just witnessed the birth of a masterpiece.
This game captures the pure horror of being in an unfamiliar place absolutely perfectly. Every bit adds to the fear.
But whats best of all is how it pulls you in with the discovery of [EXPUNGED]
This is awesome. I was excited by the screenshots and wasn't let down. The stack-N-match game-play was a fantastic spin on the RPG battle that had me thinking in new ways that I hadn't before. I feel like this can be expanded upon quite a bit. However, there were a few nitpicks I have:
-Some important mechanics aren't explained until after the battles have occurred, and even then, are in optional rooms. (i.e. The first match color determines the attack type. Important for enemies with immunites.)
-Hard to tell enemy immunities. Design could have expressed that more, or there could be an action to analyze your enemies, or something that kept track of which attacks hit and witch attacks missed.
-Sometimes feels a bit too luck based. There could be situations where you can't really do anything but fail.
-Though I was soft locked, but it was just that it was unclear when dialog finished.
Here are some things I really enjoyed because I want you to know I thought this game was amazing.
-The music helped add to the action and set the mood as a psychic battle.
-The alien designs were WEIRD, as all aliens should be!
-While the only swap horizontal thing was weird at first, it added a lot of interesting ways to think, especially with the gravity mechanic.
-Starting the timer on the first swap was a great way for players to plan before starting, especially for planning the color of the first combo!
-I can think of plenty of ways to strategize for the next move.
-I love how the enemies effected how you played with their attacks.
-I love how it takes time for gravity/combos to happen allowing for an experienced player to do something while blocks fall instead of waiting, or even using the time it takes for combos to process to make a swap they couldn't if it was instantaneous.
That's all I can think of off the top of my head. Thank you developers for reading this, and to anyone else reading this, play this! It's fun!
I won't help with puzzles, (I want this game to be as opaque as fuck) but don't be afraid to ask others or for anybody else reading this to help out too. What really inspired me was LISA: The First's interpretation of Yume Nikki, and that's all I'm going to say about that for now.