It's funny that you mention that! Our team's artist suggested adding a gas meter that depletes over time, signifying how much time is left in the stage. It would have been the right move, but I was committed to the 4:3 aspect ratio by that point and the field of play fills up the whole screen, leaving no room for UI elements. Thanks for taking the time to play our game and leave feedback!
AndyNoble
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It's games like this that make me proud to be Lawn Gang. I like the slippery controls- it's fun to lean on the accelerator and mow with reckless abandon. I'm a big fan of games that let you impact the environment to this degree. It was fun seeing the chaos I'd wrought by the end of a level: small patches of grass I couldn't bother to clean up and skidmarks everywhere. It's a nice touch that you navigate the level select screen with the mower as well. I liked practicing movement without the pressure of a timer. Simple chaotic fun with a power metal soundtrack to match. Great work and keep on mowin'!
This game is a blast, and it has a staggering amount of vision for a game jam project. The difficulty progression feels natural, and I appreciate that there are plenty of alternate paths to add some risk and reward for confident players. I felt motivated to collect every watermelon I could, even though I had no idea if they were actually valuable in a gameplay sense. In other words, your game is intrinsically satisfying, which is possibly the best quality a game can have. It goes without saying, but a lot of the fun can be chalked up to the animation quality and the feedback it provides, as well as the sheer amount of style on offer. When I entered the bonus stage and started striking poses, I audibly said, "oh hell yeah" despite being home alone.
I have some constructive feedback as well, mostly on the technical side. First, I noticed that whenever I died, the camera sensitivity reset to its default value. The watermelon counter also reverted back to zero, which felt punishing, but then it jumped back up to the amount I had before dying as soon as I collected another watermelon slice. Not sure whether you intended for the counter to reset or not, but it sorta does neither. I like the alternate costume and the tradeoff of jumping high vs jumping far, but being able to switch in mid-air for maximum height and distance kinda undermines that idea and makes tricky jumps more cumbersome than they need to be (3 button presses.) Lastly, and I'm sure this is something that would have been changed if you'd had more time, the lack of floor textures in the second stage made it hard to judge the shape of terrain that's in shadow.
Incredible work overall. I hope this didn't come off as too negative- my gripes are minor and I only mention them because I really like Clara, and I want to see it become the best game it can be if you choose to continue development. Cheers, and thanks for the funny little critters.
Super cool idea with great execution. It reminded me a bit of WarioWare in that I had no idea what sort of game was coming next and I had to quickly figure out what was going on. The dating sim was an inspired touch, too. I'm not usually one for inside jokes and niche references, but we're all Dunkey fans here so I'd say it was tasteful.
I have two pieces of constructive feedback: the first is that I didn't know that the 2D platformer spikes were spikes until I landed on them. Take that with a grain of salt though, I'm pretty dumb. The second is about the health system (not lives.) I'm not sure what determines how much health you'll have at the start of a level, but on my second go at the 2D platformer, I lost in a single hit.
Overall, I'm impressed by the variety on offer and how polished everything looked and felt given the scope of your project. You've made something really special here, and I have a feeling I'll be coming back to this one soon.
Thanks for pointing that out! I can totally see how that would be confusing; high-speed blades of grass aren't very threatening in real life, after all. I'm glad the Namco influence shined through, because we were aiming for a Dig Dug-esque experience with this one. I appreciate the play and the kind/constructive feedback!
Hopefully it's not TOO surprising! I've been playing games since I was old enough to hold a controller, so I'm hoping all those years have given me some insight into what makes for fun gameplay. Thanks for giving our game a shot and bringing the positivity- I'm excited to try out your game when I get the chance!
Thanks for playing our game and taking the time to leave feedback! This was our first ever game jam, and there are a few things that we wanted to include but couldn't finish in time. The inkwell was a placeholder asset that we never changed ¯\_(ツ)_/¯
I appreciate the Cruelty Squad comparison- our goal for the visual style was a goofy but dull vision of Middle America.
Here's a screencap showing what happened. After speaking with the pianist, I hovered my mouse at the bottom of the screen hoping to walk away and explore the environment some more. Rather than displaying a downward-facing arrow, the cursor displayed this error symbol. Clicking that section of the screen did nothing.
Thanks for nudging me in the right direction, and it's good to know that the game is still completable as is, but I'm assuming this is a bug and an easily fixable one at that.
Goofy and fun but I'd like it if there was some in-game acknowledgment that I collected the Gnome Coin in each level. I had a hard time with the controls at first, but I improved a surprising amount over the course of my play session. Felt more consistent than Happy Wheels, even though the Reckless Gnome goes from zero to sixty in an instant.
The atmosphere and writing are phenomenal- reminds me a lot of Killer7. I really enjoyed my time with the game until I got softlocked talking to the pianist. I wasn't able to back away from it after gaining emotionality. I tried waking up and re-entering the flow state, but I couldn't find any way to progress from there. Not sure if the problem with the pianist is what's making me unable to progress or if I'm just missing something, but I figured you should know about it. All in all, outstanding work and I look forward to seeing what you produce in the future.
Thanks for the feedback, and I'm sorry if my game frustrated you. This game is very much in an unfinished state right now, and I do plan on displaying player health and ammo on the UI down the line. I'll also include a proper tutorial rather than expecting people to jump right into the action as soon as they've finished reading the control layout.