11/10
Aesth
Creator of
Recent community posts
Thank you! I'll be sending out beta invites via https://www.getrevue.co/profile/aesth if you want to get in on that :)
Thanks Hikiyami!
It looks like you were playing a slightly older version - if you ever do the replay you were talking about you can check out the latest version.
Also, we're reworking the game a bit to have more replayability and will be releasing the links for it via https://www.getrevue.co/profile/aesth if you're interested :)
Thanks for the suggestion :)
We are indeed still working on this and starting signups for testers of future versions if you want to join: https://www.getrevue.co/profile/aesth
Screen shake baybeeeee. This is a fun juicy game.
I think mirroring some other comments - some gamepad or mouse to aim controls would be really nice. I think people go back and forth on preference for move to shoot vs mouse aim to shoot, but I really would love to try this with mouse aim (or other joystick).
I think you mentioned you unexpectedly hit the deadline on this one - do you have plans to put in some of the things you wanted to add? Because I'd totally play it!
Loved learning the mechanic and starting to get into the groove. I think the difficulty is basically how far away something is from where you jump - so for example, the higher the enemy is, the harder it is to hit. Maybe another UI layer that helps give you a little heads up of where you might appear at the top of the screen would help. And also maybe slow the fall slightly right as you're switching to the top of the screen to give you some time to re-correct. Also some leeway on where you land on the head vs when you get killed.
Once I got into the swing of things I was able to fly through the game, though, so I'm just throwing out random ideas you can completely ignore!
I love how the time you hold the jump button controls the height to dramatic extent so there's a lot of skillful play possibility.
I wasn't sure if I was looking for an exit or just trying to look for an exit, but I think I looked in every possible spot. Maybe just a note about what I'm heading for. Kinda adds a spice to the gameplay.
The does-not-take-self-seriously tone of the game is so delightful.
Does the brick do anything? At first I thought it made the Monkey run in the opposite direction when you hit it, but that might have been a coincidence because I couldn't seem to make it happen again.
This is a really awesome basis of a system. Might be cool to add more items that give you more control in the weirdest ways. It's almost like making everything feel like a chess pieces that cause interesting behaviors. Like a knight moves in L shapes, there could be items that redirect monkeys in interesting ways depending on what you hit them with. And also like how there's a thought that different items affect different entities differently. Lots of opportunity here!
Heck yes, that was really awesome. I grabbed a friend on their birthday and said hey let's do a random co-op game that was just made!
Random thoughts:
- Tests your communication.
- The two player coop is what makes this game work.
- Little lenient details like if you click the camera just a bit too early it still works (Maybe?)
- Amazing use of the palette.
- Love how it gets super dark and the map changes when you're on the last item. Kinda felt like feeling the walls in the dark trying to find the way out.
- Flashlight click is very satisfying.
- Throwing the box around felt a little clunky at times
- One time we were able to throw it over a wall - not sure if intended but we died trying to find where we threw it.
- Forcing standing still is a pro move.
- Tag-team aspect is great with the two different roles.
- Slick visuals as always.
- Better feedback from the flashlight perspective on what's happening with the camera. Maybe some visible effect on the enemy. Though it makes sense that you have to learn to trust your cameraman. Depends on what type of gameplay you're going for. Seems like the story is less about teamwork and more about this one individual so I'm not sure which style to lean on.
- Wasn't picking up which part was the dream, unless the whole thing is a dream?
We had a lot of fun :)
This mechanic is a super great idea. Juicing up the feedback and goal mechanics and plop this in the middle of a narrative and you have yourself a super awesome gem.
I like the idea of like a system of faces that you learn over time and slowly add the complexity and open up more options and interactions with characters. As you memorize things you start to feel super badass. Then each new challenge could throw it's own wrench in the socket.
By the by, the 3rd level emoji don't seem to give me the green. The green feedback that this is working is a great idea, by the way. And the leniency within the time-sensitive environment keep me trying even if I feel overwhelmed.
After 20+ years if nagware, I finally bought winrar for this game.
This is extremely beautiful and also fits in perfectly with something like LSD Jam. I got whacked in the face by the first hand I encountered because I was just awestruck staring at it.
Messages on the screen in the beginning would go a long way:
Although I read the controls at the beginning, I completely forgot to press F to get out the sword and shield, so I escaped out to go find that text again. F to toggle equipment written across the center of the screen would've helped with that. Though I'm not sure why I need to toggle it.
Also the tips on the loading screen: I almost wanted to load in and out just to read them all - maybe have those pop up randomly on the screen?
A sweet dodge would be uhh, sweet.
Anyhoo, super cool visuals and looks like the start of a system. Excited to see where it's going.
I LOVE THE SHEEP CHARACTER. Everything about it.
I accidentally threw my first sheep off the ledge because I thought I had to press E to pick it up but instead I auto picked it up then tossed it off the ledge.
Love the use of the color palette. This was the kind of flat color use I was hoping for in some of the games. Kinda gives me an Ape Out vibe.
The difficulty ramp could've started a tad bit smoother just to get a hang of the controls.Also - controls written on the floor or something in a starting level would be sweet.
The sentries were a tiny bit too overzealous and chased me around walls, but the health pool was very forgiving.
Beautiful game!
Learning the unique mechanic was super fun, especially how easy it was to quickly get grounded in the mechanic. Got quickly repetitive once you handled the basics, however, regardless of understanding the more advanced ramifications of the base mechanics. So maybe just shortening the amount of enemies to beat at the beginning before progressing. That "I'm ready for the next thing" feeling came much sooner than the "here's the next thing", if that makes sense.
I needed a little more reminder of what the cards did and/or some sort of number display to help me understand the mechanics of what was going on at the end of the turn. Maybe the number of heal or damage appears on the card and changes whenever you place more pink cards around the blue card.
I'm not sure if playing the pixie cards was a strategy I was supposed to be able to do?
At some point an extra card slid down from the top of the screen that I could put anywhere and couldn't play and it just stayed there.
Overall I got really excited about the mechanic and I'd be interested to see what other layers could go on top of this. Layers layers layers! And great job scoping this properly for a game jam!
Voice acting was a fantastic touch.
Learning the unique mechanic was super fun, especially how easy it was to quickly get grounded in the mechanic. Got quickly repetitive once you handled the basics, however, regardless of understanding the more addvanced ramifications of the mechanics. So maybe just shortening the amount of enemies to beat at the beginning before progressing. That "I'm ready for the next thing" feeling came much sooner than the "here's the next thing", if that makes sense.
I needed a little more reminder of what the cards did and/or some sort of number display to help me understand the mechanics of what was going on at the end of the turn. Maybe the number of heal or damage appears on the card and changes whenever you place more pink cards around the blue card.
I'm not sure if playing the pixie cards was a strategy I was supposed to be able to do?
At some point an extra card slid down from the top of the screen that I could put anywhere and couldn't play and it just stayed there.
Overall I got really excited about the mechanic and I'd be interested to see what other layers could go on top of this. Layers layers layers! And great job scoping this properly for a game jam!
Voice acting was a fantastic touch.
I was really impressed with the tutorial in how it helped clean up any confusion I had about the game. Getting into the system this way got me pumped. I almost feel like this should've been the first level by default and just slowly increased the difficulty from there with shorter and then progressively longer challenges.
The guards were on me the whole time and sometimes it felt like all I was doing was slowly delaying the inevitable because I had no idea where to go and couldn't figure it out while a guard was on me. so I'd have to restart.