Funny game. I could see a streamer play this game. I do wish there were more ways to earn money than getting multiples of the same icon. The endings were a fun add and were fun to discover, just maybe too easily accessible. I got almost all the endings before trying to actually pull the lever too much lol. I don't really see how the game fits the theme, but still a very solid game. Looks very polished for just 4 days. Well done.
AVVR
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such a cool game! It was really fun. I wished the wall jumps were higher, and when sliding down walls you would go down faster. I ended up sticking myself on the wall a lot accidentally and felt limited when I got slowed down by the slow sliding down. Other than that super cool movement. Felt very satisfying, and would be fun to master. The artwork is absolutely amazing, and the music fits the game very well. Very impressive for just 4 days.
Really clean and polished game! loved the artstyle with a mix of 2d and 3d, and the 2d characters wobbling. I think it should emphasize more on the sneaky aspect of the game. The guards feel way too weak and can be ignored completely. Maybe they could immediately kill you? The music fits perfectly with the game and the idea is creative. Well done making this in just 4 days.
fun and creative game. It was hard to visualize how much the ignition line moves per round. I would fix this by making the firework's ignition lines step to the next dot per round. This was inconsistent with turns. I also don't really understand why you needed to get the fireworks to ignite at the specific time, and not just at the same time. Good job making this game!
fun game! Very clear instructions. I picked up what I had to do very quickly. For some reason I got stuck in a death loop after dying once, No matter what I did, I would die when I tried entering the next room. This happened in room 201. Also my sanity didn't reset when I died I died of sanity and If I turned my flashlight off, I would immediately die. I really enjoyed playing this. Good job.
Nice game. I didn't realize at first that I could pick up the sword at the start. It looked like a normal decoration, like a stone of some sort. Maybe add an arrow that points to it. Also the fact that you have the same sprites for the hints to where put the items is confusing. Maybe make the ones you place the items on stones. I liked the unique art style and animations. Good job.
Thanks for the Detailed and constructive feedback! I will definitely keep these in mind in future projects. This is very helpful, thank you.
6 ... (game): darken all outside when your goal is user to select 1 of 3 buttons
I'm not quite sure what you meant with this. Could you elaborate?
Thanks for playing.
here's my game. I'll rate yours too
https://itch.io/jam/brackeys-15/rate/4310712#post-15656901
Interesting game. Took some time to adapt but got the hang of it after. I don't think there's a game over screen because I'm pretty sure I failed but didn't get anything. I think this game would really benefit from a tutorial since you're dropped right into the middle of the crisis from the start. I understand with this time constraint It might not be realistic. This is a creative game. Good job with it.
Can you rate mine? I rated yours.
https://itch.io/jam/brackeys-15/rate/4310712#post-15656901
here's my game. I rated yours.
https://itch.io/jam/brackeys-15/rate/4310712#post-1565690
Cool game! Was interesting figuring out how you beat the strange places. the inverse WASD was by far the hardest. I would recommend balancing the difficulty out. If you wanted the game to be hard, maybe make the other strange places harder too. If you don't want it to be too hard, maybe remove some spikes from the inverse WASD path and/or make the path wider. After a few tries I got it. Good job.
https://itch.io/jam/brackeys-15/rate/4310712#post-15656901
Here's my game. I already rated yours before.
Good game. I wondered around for quite a while trying to figure out what I have to do and I thought the game didn't have a purpose. You should guide the player to where they are supposed to go with an indicator perhaps. I didn't realize how the sword works at first. I thought I could just swing at it and it would deal damage to the direction I'm looking, but it wasn't at all intuitive that I have to aim right at the enemy to deal damage. I'd recommend changing how it works or add an indicator to make it more intuitive. They game was WAAAAYY too hard. I couldn't really damage the enemies without getting damaged myself, I got hit from the back, I got cornered and couldn't move anymore, and there is no healing method other than bying hitpoints for hearts, which I thought would heal me to full but didn't even do that. I didn't even get close to killing everything. But overall fun game. I enjoyed playing.
Really fun and capitative game. I wasn't really sure what to look for at the beginning. If you added an icon of what you are trying to search for looks like, I would immediately know what to look for. The water mechanic was difficult to adapt to. I didn't know where they were and if I run out of them, I will just lose. Interesting mechanic but I think it needs some adjusting. I enjoyed playing :D.
-The tutorial was made intentionally like that.
- Well it's good it's intended, but what is the reason behind it. What do you want the player to feel?
-In the tutorial or in level 7 too?
- level 7 too, you could just make the distance shorter if there is nothing to do along the way other than walk.
-The idea was to always go down thtas how you advanced, im not sure how to answer that one ill need more people to give me feedback on this one for calibration.
- I did intuitionally go down, but at times went left when i had to go right and vice versa, thats not a big issue, but what i was confused about was for example the big moving letters that i had to use as an elevator and the bridge where you type I didn't at first realize
-I havent thought of a good way to change it, il think of ideas for it
- I think if you just make the letters that kill red, it becomes pretty obvious, this is a very common pattern and the player will probably also assume it is dangerous at first.
Cool game!
I found the puzzles SUPER confusing. I had no idea what to do. I didn't understand what the doors changed, I thought I had to go through the correct door at first and didn't even think of going backwards, It wasn't clear to me that a lantern needed to be placed to proceed. I managed to soft lock myself by falling out of the world, would be nice if there was a button to respawn. Otherwise good job with the gameplay.
Good visuals too! :)
Very fun and creative game. It's very polished so I don't have much to say. I found skips for quite a few levels, which isn't even a bad thing, in fact it might be good. It makes the game fun for speed running if someone wants to do that. I couldn't figure out the real solution for the last level but beat it with cheese. I only realized on level three that you have to press shift to open the 3rd dimension, must have missed it. I was confused and thought I broke the game.
the visuals are nice too. Good job with this game.
Very fitting game to the theme. Right away the game got my attention.
- I felt like the tutorial was dragging a bit. I had to walk quite a while before seeing the next instruction. And this is also the case for the whole game.
- It feels like I'm walking for no purpose. There needs to be a purpose for my walking or otherwise it just won't be fun.
- The game is also confusing which can be good if done properly. I didn't really know where to go.
- A better indication of what is dangerous would be good, The falling letters were unsafe, but later they were safe, which is confusing. A simple color would be enough of an indicator. Also a death effect or delay before being sent back to the last checkpoint so you can know what you died to.
- I would place checkpoints more frequently. I walked a long distance, died and had to walk all the way back.
- You need a way to return to your last checkpoint. I got softlocked and pressed R but it send me to the beginning of the level.
This game has great potential. I am curious how it's gonna turn out like if you continue making it.
Very good game and impressive if you have no prior game dev experience!
- There is no sense of progression in the game. At the start the enemies feel quite un-killable and you have no shoot cooldown. I don't feel the game getting harder either when the wave number increases. What I would recommend is you have the enemies start out weak, slow, and low in numbers, and you increase the numbers as the rounds progress.
- Also I kind of found it disappointing when the game suddenly ended after 5 rounds. I would find it more fitting to have it continue endlessly, becoming harder and harder until you fail. If the intention was to make just 5 rounds, then the score should probably not be displayed because it's irrelevant in that case.
- I don't know if it was a bug or by design but the enemies de-spawned after some time.
Other than that the game is fun (and strange :D ).



