Nice game, I played the whole way through.
The only thing I think didn’t sit right was the swinging axes. I wasn’t able to find a guaranteed way to overcome them each time.
Every other aspect is solid however :)
This game is well-presented. I love 3d first-person games. I also enjoy seeing YouTubers play “anomaly” games. However, I think I have learned I’m awful at these games haha. I cannot find a single “aberrated object”, but it might be because I’m not willing to try and remember the placements of the small menial objects. I think that these objects would have to be more overtly presented to me to notice a change. But I liked what I played :)
Yeah, we were basing the initial movement and camera on PaperMario / Octopath, but definitely, I was thinking of bug fables a little as well at some point. It worked for us this way because our squirrel was made in Spine2D, so we found a way to make it work in a 3D environment to explore around in.
The last day of the jam was largely dedicated to adding VFX and SFX; it was important to me that if something in the game can happen, it has to have a sound or some kind of visual feedback. Glad it paid off, haha.
A funny bug happened where the wind ambience did not work in the WebGL build. That was an interesting bug to sleuth out. It was a tiny tweak in the audio asset to fix it.
It was also important to me that the world is filled with tons of little commentary, so that the world feels more complete, given the environment that was made. I plastered a bunch everywhere and let my mind flow, but I also got someone else to help with that, too. Something I like about adding tons of dialogue is that only a small handful of players may discover this one specific area where dialogue happens. Some are inside some sneaky spots :)
Yeah, it has some feeling of a horror game at some points. If anything, it helps put my foot in the door for a proper approach to a horror game.
Thanks for playing!!!!
You do something good that a lot of platformers dont do: Moving the camera Y only when the player is grounded. Such an important detail. The DKC games do that, and it’s honestly quite important for a good platformer. Though it may not have been put to a lot of use, I appreciate that detail.
Interesting means of implementing music based on how the level shifts.
Puzzle platformer that explores various concepts. I like it when the levels start to introduce multiple elements at once.
I did, however, accidentally press the R key more than a few times when I was trying to press E instead, and restart the entire level; I’m frustrated at myself for that. But I think it would be great to support controllers for a game like this.
Also, when the birds spawned, they all seemed to have played a sound effect at the same time, resulting in them being loud.
In the final(?) level, I gave up. My final jump was rendered impossible after committing my bush because I realized I could hit the ceiling, so I couldn’t close the distance. There’s so much prep that goes into the level that it’s not worth it to me to restart the entire level for that. Maybe an undo system?
But overall, even with the frustrations i put upon myself, I enjoyed this :)
Whenever I see a first-person 3d game, I just have to play it! I get all excited. The interior is charming and well-dressed. I like all the props, and especially exploring around opening drawers to look for items. I am intrinsically motivated to explore in that manner.
I was enjoying this game so much and playing so intensively that I got a 100 gear surplus over what was required to win, haha. (250 gears)
Opening drawers and collecting stuff is so enjoyable to me. I just like it. Normally, I could see this being repetitive, but I did not mind.
I think if I had to offer some feedback, it would be to decrease the cooldown between interacting with things so that I can open stuff that much faster.
Cute graphics. I got to 1000 points.
Despite how the game rewards more points for drawing small loops, I still tended to draw large circles around the entire screen because of how effective it is, so that I can survive as much as possible. A potential idea to improve this might be to add a flashy UI indication of the points awarded and a single-word text describing how effective the circle was; it would motivate me to try and make smaller circles.
There is low visual/audio feedback. It would be interesting to see more juice all around, especially for an arcade-structured game.
Nice lil game, glad to have played :)
I’m glad to have discovered this one.
Cons:
Very good!
Neat racing game.
Appreciate the tutorial.
This game is right up my alley! I enjoy the simple core loop of making money and then buying upgrades to make money faster. Addicting. It motivates me to want to make a game in a similar vein.
It’s charming, I like the shopkeeper.
The gameplay music has a hectic nature that works well for this kind of game. It amplified my enjoyment of the gameplay.
What felt missing was a sound effect for buying an upgrade, but other than that, I like what this game has set out to do and accomplish.
Great game!!
Great presentation and audio, but the giant circle would always kill me it seems. I can understand how it’s an important hurdle the player has to overcome so that the rest of the game can be played in the correct way, but I got a little too confused. Potentially, an in-game tutorial would especially help in this scenario. Hope this can help :)
I normally don’t play beat ’em ups, but I think this one is awesome!
I was instantly allured when I clicked play.
I like how quickly I was able to enter the gameplay, and also how easy it is to pick up on the controls and just get into the combat.
I like the simplicity in the combat as well, with some room to improve my skill with the simple controls.
The 3d environment is quite creative/unique.
The music slaps!! It’s a perfect vibe for this kind of game.
The orbiting spin attack fuels dopamine; it makes me feel so powerful.
I appreciate how I go faster when all enemies are defeated in a room.
An overpowered strat I found is always holding the block button and spamming the attack button. Could be nerfed?
An improvement I think could be added is if the player/enemies have a shadow underneath them.
Went to 5000 score. Great game!!
Yes, it was my first attempt at creating ambiance and using a PSX shader; it has some potential for more horror vibes. I think the feeling that the game’s atmosphere instills in the player is interesting, but ultimately, my goal was to try making it a casual evening vibe, but it gives some slight unsettling vibes, too, haha.
I decided on one ball per day just for dev bandwidth for the jam, but that’s a neat idea that could extend to a bigger game if need be. :)
Thanks for playing!!
Wonderful game. The audio design for everything you interact with really puts it together well. I’m glad it feels like pokemon ranger in a way, it excited me. Lassoing multiple creatures feels great.
And the gameplay loop surprised me. It’s great! And the transition between the shop adds to it, too.
One thing that I will say is that the shop’s requisite system intimidated me, and made me stop playing. But it’s probably a subjective thought that I feel this way, though the deck-building aspects are supremely impressive.
But if it were me, I could see some potential with doubling down more into the arcade aspects to add lots of variety/depth in that way.
But overall, the game’s great. Also, I recognize BenBonk! Fun seeing him here :)
Yeah, it certainly leans in the direction of a casual exploration-based walking sim; I would say that intrinsic motivation is what drives a majority of the game’s fun as well, so its enjoyment can be subjective.
That said, there could be a lot more things added to improve the back-and-forth trips, but that would be for something outside the scope of a jam.
Thanks for playing!