It looks really interesting, I'm definitely going to check it out. Thank you!
bulboka
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Спасибо за отзыв! Всё так!
Эпизоды из Сказки сказок с коровой и скакалкой — прямой вдохновитель визуала для меня. Еще техника сухой игры.
Геймплей — шляпа. Сейчас активно работаю над превращением джемовой игры во что-то более законченное и цельное. Как раз ищу баланс между геймплеем и его отсутствием)
Спасибо за упоминание магазина. Я особенно люблю его) Визуально я его перерабатываю, но товары останутся и будут еще! Нанахиро интересный, не знал о нём, обязательно посмотрю.
Завораживает, конечно!
Здорово, что каким-то странным образом формируется некая своя вселенная, по маленькому кусочку с каждой следующей небольшой игрой.
Мне эта игра ближе, чем Wurroom: гуще, темнее, больше похоже на Протеиновый Мотель, как я его себе представлял. А главное, чувствуется в игре фокус, сосредоточенность на чем-то своём. Как будто есть у неё жесткая сердцевина, на которую всё и налеплено.
Потрясающие совмещения пластилина с бытовыми предметами. Заколачивание двери вообще мой любимый эпизод. Ну и солнце, поедающее луну, конечно.
Мир такой жирный, плотный, настоящий, что его хочется потрогать. Мне всё время хотелось, чтобы у меня было больше таких возможностей. Например, чтобы надо было не только кликать, но и перетаскивать, размазывать мышкой, трясти, бить, крутить, подбрасывать.
Звук очень чоткий! Только его хочется больше: некоторые места кажутся немного недоозвученными. Например, на экране с тамагочи. И каждый раз выбивают моменты, когда звук прерывается между сценами.
Мне нравится заигрывание с тамагочи без настоящей механники тамагочи. Мне вообще близок отказ от геймплея. Но всё же... Я представляю себе иногда, если бы эта игра была ближе к настоящему тамагочи и в неё надо было бы играть неделями и месецами... Ух! Я бы сыграл в такое!
Было бы интересно почитать, посмотреть о том, как всё это делается.
Thank you! It was very nice and useful to watch you playing my game.
There is some content further on — you can complete the maze and get to two other small locations. But, well, the level design was made in a big rush in the last hours of game jam and the maze appeared to be the worst part of it. I'm currently working on the extended and reworked version of it.
By the way, can you share the specs of your computer? It runs notably faster on mine and definitely needs some optimization.
Thank you for the review!
I've written a devlog post about implementing visual effects: https://bulboka.itch.io/im-safe/devlog/231330/visuals-implementation
Congratulations on great jam results!
Checked cinemanotcinema. Very interesting!
Thank you so much! Your critique is right to the point, already working on it. And I'm so glad that you appreciated the aimless wandering part of the game.
Being short: your game is so good! It's a pity, I'm extremely busy these days but I'll definitely find some time to share my thoughts about it a bit later.
Looking great! Especially this weird kaleidoscope like effect.
Sound also added to the atmosphere.
Footstep sounds are a bit too sharp and loud. I think making them softer would make the whole game sound more cohesive and also it could add more creepiness. The piano melody sounded a bit too romantic, maybe something more mystical would fit better?
Puzzles are tricky and satisfying.
I'm really intrigued by the screenshots. I love when over the top adjusted photos are used in game graphics. Some Hylics flavor.
I think you can upload your fixed build somewhere and provide a link to it here in comments or even in the description. I think it's going to be fair. In the worst case you'll be disqualified. Which isn't worse than what you have now))) And honestly, I don't think it'll happen.
I like that you've chosen one strong feature, focused on it and made a solid consistent game around it. It's a big achievement for a game jam. Well done!
I'm talking about visual and audio presentation. From this side your game isn't only looking good but also feels complete and thought out from start to end. Some Gris influences can be seen, but in a good way. Your game definitely has it's own face.
Sound, designed especially to fit the intro sequence is something exceptional for a game jam! And those owls, wah!
I'm really impressed by the story. Told without one word, abstract enough to be enigmatic and give player some space for interpretation, yet concrete in its own way to keep player's imagination in needed direction.
From gameplay perspective I can't say I like it. Movement lacks fluidity, platforming is a bit clunky and combat doesn't really add anything to the game. Also it fits the theme quite weakly. But once again, clearly these weren't your priorities and I'm glad that you didn't try to do all things at once instead of doing few things really well.
If you're going to continue working on this project, I think it would benefit from removing everything distracting from its strong sides. For example, make platforming and combat less important and stressful.
And some minor details and suggestions just for your information.
Birds movement is stiff and jittery. Maybe use sine?
Placing camera a bit in front of the character is usually a good idea, but it has a downside: dizzily fast camera movement when the player is often changing the direction of movement. It was rather irritating.
Attacking with a mouse doesn't seem to have any sense if you're not using it to control attack direction. And running with a right hand would be much more convenient.
Implementing coyote time would be great. Especially considering uncertain logical shapes of platforms. I failed so many jumps because of pressing jump button too late.
Setting up hitboxes is hard for characters with such rich animations. Yet they definitely need some tweaking. I think, it's better to make them smaller.
Main character motion lacks inertia.
The moment of landing after jump feels too stiff and fast. Additional animation could fix it.
Anyways, thank you and good luck! I had pretty good time playing your game several times)