Yeah, I tried the turn left input sequence described here and in game, but perhaps im just bad at following instructions! XD
abyssusj
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Hey, really liked the puzzles ans 3D assets. The user input felt a little clunky at times, sometimes the intractable [E] were small and hard to see, some other times it was difficult to move into the right area to activate a thing, and the SFX were very loud, but overall it was a really neat game experience with some cool puzzles. I'll keep an eye on this project in case you choose to update it!
The art assets were cool. Player Controller felt off and floaty (usually because the speed the things move at are linear, where in the real world we have acceleration and stuff), but getting this right is quite challenge early on in the jam dev journey.
The characters were interesting and cool, and I enjoyed the platformer puzzles. Well done!
There's a lot to like about this entry. The world building and the way you have communicated the sense of place to the player. Only gripe for me was the Mouse Look controls were very very sensitive and even turning down the DPI on my mouse want enough. Going to keep an eye on this game, let me know if you tweak the player controller or add options to control the sensitivity, would love to give it another try.
Atmospheric, suspenseful, wanted to learn more about the world, great job over all.
The visual art pretty great and the audio track pairs well with the combat. Love the fire animation and visual indicators / iconography used to communicate to the player what they're doing. Player controller felt a less "juicy" than I hoped for, but this is the start of a really cool game if you were to refine the player controller further.
Thanks for the link to the alternative mirror @ https://m0nkeybra1n.itch.io/cyber-shaolin
Really cool JRPG. Who doesn't love cyber-kung-fu? Hope you see how far you can take it. Had fun!
Great atmosphere, cool visual and sound art. Struggled with some of the implementation on the cut scenes and dialog, game didn't seem to respond well to having content skipped, but nothing broke, just delays and had to wait and felt a bit awkward. All in all, awesome game. Will you be developing it further?
Loved the art assets, aesthetic and scene. Struggled with the user input schema. The mouse scroll was interesting, but felt cumbersome, and I couldn't intuit how to interact with the world. That said, I did brute force a bunch of stuff by clicking all over the place to try to work it out, but it felt like a lot of work for little reward.
Think the main reason it felt really frustrating to interact with the world was because it looks so beautiful and awesome, that I just want to get in there and do stuff, but there was a lot of friction when it came to interaction.
Hope you develop this further. Really like the the direction!
Ah yes, they worked, thanks! The screen size combined with the mouse grab may have meant i wasn't focusing the window at the time.
If the screen size is reduced, the full screen button will be visible without having to scroll to the right. Not sure how to resolve the mouse grab to make switching between the page and game easier.
I've made it to the INTERACT button, but E doesn't seem to work, am I doing something wrong?
Like the direction you're going with this. Had problems with the aspect ratio and minimum size, couldn't fit the entire game screen on my 1920x1080. Read the list of inspirations, surprised to see Ubermosh was absent. Wonder what the game would feel like if the attacks were automated but to the rhythm of the music? Good job!




