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Black Boar Software

33
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5
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A member registered Apr 30, 2022 · View creator page →

Creator of

Recent community posts

outside the box concept. nice assets. good job

I like dungeon crawlers, but two issues that are really bringing this game down are that you need to give the player more information, but above of all, I don't think you should've put as much effort making so much level and so many enemy waves while the pathfinding and combat were still not in a functional state.

yea. Ive been mostly picking out games from there to rate. The top ones are nice and ive definitely checked them out. But realistically they already have all the feedback theyre gonna need. Although, as the days go by, that filter is starting to show mostly games that werent properly uploaded and dont run.

I appreciate that you did the art yourself. There's nothing wrong with a stylized game, and I prefer that over a game with free pre-made assets. I think your game would benefit from an in-game explanation, and a longer starting distance between the wolves and the player. It took me a few blind key presses to realize what the aim marker actually was, and by then, the wolves were already on top of me two times over.

Good game. I appreciate the effort put into the art and music. I did, however, get stuck after clicking on the last soldier right before the ending. I needed  to grab the shovel, to break th boulder with the green particles behind it, but the soldier couldn't grab it. There was also no way to kill him  so I could take the peasant. Small detail on an otherwise charming game, but I thought you might want to know.

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Im always a sucker for synthwave stuff so I can appreciate the aesthetic choice. I can see the effort you put into details like the intro, in order to make the game look as finished as possible. I found it hard to determine where the hitbox was while steering, however. Especially when trying to fit the car into a narrow space just after a hard steer.

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I appreciate creative outside-the-box submissions like the gag in this one.

This game has a lot of character. The player's weapon also felt very impactful. You die way too quickly/easily, in my opinion. A quick TTK is fine, but when you add the fact that there's no directional damage indicator, enemy weapons work through hitscan, and enemies make no noise until they are already shooting, meant that it was easy to spend more time dead than playing an otherwise very satisfying shooter.

This game was truly entertaining. That said, I think that the extra levels were detrimental to the game without having any new enemies or threats. I understand that the time constraints of the gamejam play a role, but I believe that would be the most "actionable" improvement you could make on this game.

Hi. I think the strongest part of your game is that I felt constantly pressured by the enemy waves. That kept it interesting. I think that if you now know how to put together game mechanics like that, your next step should be to learn to make your own assets, and that way make your game truly yours.

As others said, the game seems to be running too fast to be enjoyable. That said, I can appreciate the way it looks. Its a good looking game.

I've updated the game to V1.1.

I recommend you play that version instead. It is still very faithful to the original submission. The only difference is that there is now an on-screen reference to the controls, since a common issue was for players to end up flipped upside down, unaware of the "reset position key (R)".

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Genuinely fun. Clever concept, and creative level design. Things start to get a bit dicey and frustrating by level 6, in my opinion. I'm sure that could be minimized with some more juice, so its ok. I wonder if the character was just too slippery. I'm not sure. I'm trying to give you some advice because I legitimately think this game is good, and would like to see it fully realized, but platformers are always so finnicky to get just right, so I cant put my finger on it. I guess the best I can suggest is lots of playtesting by different people, if you ever want to make a full version.

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I really like the idea. Quite charming, and it has a distinctive artstyle. I read that you said you ran out of time to finish it, so the bugs and and a lack of a win state are understandable. Don't let that dissuade you from finishing the game. I think it is unique enough that it deserves attention. Oh also the music choice was very appropriate,

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Right. I implemented a reset key (R) to fix that. It lifts you into the air, orients you correctly and drops you. It is listed on my comment on this page and the game's store page because I didn't want to clutter the game with control displays. I did that, at the time, not knowing how easy it is to miss the game's page if accessed through the jam submission page. I've taken note of the feedback from several of you and I intend to include a reference for the controls in-game on my next update. Thank you.

I always have admiration for people who make puzzle games. designing them is hard, yet you managed to make some very creative ones.

Thank you. The dashing and flying was not a bug per-se, but more of an unplanned/unexpected behavior that cropped up during development. I realized that, instead of fixing it, playing with that angle and momentum combo made for some satisfying flips and big air times, and realized it could help my game feel less generic, so I decided to keep it and integrate it into the level design. There is a clip on my twitter of the moment when I discovered it while prototyping.

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Noted. Thank you. I believe I have an idea of what factors might be contributing to it. Your feedback is useful.

How is this game so fully realized in just ten days? Incredible achievement. Challenging boss battles, well done art, excellent soundtrack, and top tier waifu.

It has potential if you ever want to turn it into a full game, but I have to be honest and say that it seems overscoped for a game jam.

I enjoyed the idea of having a dungeon with different variants of enemy species, and a boss for each one.

Unique concept. Good looking visuals, I could see this being sold if you turned it into a full length game.

This game is so finished. I cant imagine all the hours you must've spent working on the art. I remember seeing some previews on the discord server, and was eager to be able to try it. Creative concept and nice twist at the end as well. This game really captures what gamejams are all about.

The controls  were a bit off but its understandable. I can see that you put effort into the asset creation however.

It's fun, I underestimated the difficulty at first and payed dearly.

Since the majority of people access submissions from this page instead of the store page, I'm going to post the controls in this comment. I had posted them on the store page instead of in-game just to keep the game decluttered. Here goes:

WASD or Arrow Keys: Movement

Spacebar: Hop

Shift: Roll

R: Reset position (useful if you end up flipped on your head, or stuck)

Esc: Exit application

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Thanks. I appreciate the feedback but could you clarify this for me: Do you mean that the jump button did nothing on some platforms? or that the jump distance wasn't enough? I ask because I made the game so that the platforming is mostly done through using angles in the terrain, and the roll momentum to fling yourself into the air. My biggest internal debate was to whether tell that to the player explicitly, or let them discover it themselves, so I made the jump purposely weak to hopefully encourage the player to discover the potential of the roll.

You made the right choice by using projectiles that bounce and drop quickly. I was trying to play it as a normal FPS as first, but when I finally engaged big brain mode and started bouncing projectiles around... that was a very satisfying moment of organic learning. I was very confused about the first level, however. I kept shooting only when shot at, and I would still rack up evil points. Is that working as intended?

That second level was tough as nails. The new mechanics introduced really caught me off guard. I say all of this in a good way.

I learned the hard way that videos don't play on webgl builds unless one links to a video hosting server... After staying awake all night animating an intro and outro by hand. I had to upload a windows version instead, because I wasn't gonna let all that work go to waste.