The story flow with sounds and font is really good in my opinion. However the questions "rating" are fairly objective. An interesting concept but would probably like more a creative way to execute in terms of the gameplay itself.
CeruleanG
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Interesting idea for a game. If I have to offer some feedback, I couldn't figured out how to start the game as I thought the two arrows are part of the game. Maybe have the tutorial progress by simply click on anywhere on the screen instead of going through the arrow. Another thing is that I think it would be more interesting if the tension grows slowly instead of kicking in full drive from the very beginning.
Encountered some noticeable bugs, like the pathfinding nodes are showing and if character's health depletes as the enemy is resetting, the health bar disappears. But game mechanic system is complete and well done. Actually a bit surprised to see someone finished a vampire survivor like game during the jam.
Simple and minimalist art style. Not much to say since it's a pretty standard game. That being said it is still a complete and well polished game that has everything it needs for its scale. Can't really imagine how you expand upon it but still the visual effect is already better than half of the game I rated. Good job on managing that in the short amount of time.
I see the issue, as a fellow first-time jam I can feel the time rush. Coding is hell, after all. I made some effort trying to complete the game and I adjusted the rating. Here is what I found: I tried to download your exe version to run it locally and I soon realised you didn't upload the .pck file. When you export your Godot project for Windows, there should be 2 files, .exe and .pck. Both of them are required to run the game. So maybe pack them in a zip file for others to download (though I am not sure if that's against the jam rule). As for the full screen, I think there's a setting in your game page that adds a Fullscreen button to the HTML game.
If you do plan to make the game a bigger deal, I have two more feedbacks:
The first one is the lack of narration, have a story to our slime friend can make players (like me) invested in the gameplay, so the final "you won" can probably use a bit of polish, maybe a hard-coded ppt-like screen to tell what happened afterwards. People get attached to things they know about, surprisingly.
The second one is probably the level design. Now your game is about wondering around and finding chests. Personally I would love more puzzles involved. Break your progression into multiple pieces. Like to get the chest X I need to open the door, but the switch is too far away so I need to get more time, but I will remember once I have enough time that there's a chest. And I have to say that might just be me picking about a 4-days-made game too much.
That would be all for me. Good luck making updates and have fun.
A simple yet compact game. The level construction and progression is quite decent. Gameplay wise I think other players has pointed out that the "player control" part is a bit on the weaker side. Personally I don't quite know how my inputs effect the grip (as someone who has little to no knowledge in card racing or whatsoever). But overall I think there is great potential to expand current game mechanic and make something very unique
I like a good narrative roguelite -ish game. Your game is delightful to see and I really wanted to finish the game to see what happened in the end. Alas, after I tried a few times and grasped how the game should be played, I got stuck into the "transfigured into a lifeless marble" page with no option to restart(according to your screenshots there should be a restart button but I only get the main menu one). I tried to refresh the page but doesn't seems to fix the issue. So I have to rate your game with just what I have played . The game gives a clear objective relatively fast (get more time and stay until the bar is full) and that's a very positive feature, for I rated many games that I had no idea what to do. The viewport can maybe be bigger, I don't know if the text in the guide book is meant to be not readable or that's the game resolution messing with the text. Story and art wise very decent, I really wanted to see how it evolves if not for the game breaking bug(maybe? I think?). In conclusion, a game with big potential if more polished. Would like to see an update.
Astonishing art style and is lore is also delightful. The character flipping animation could be faster or just no animation but I think that's just my personal preference and it can work for others. The audio is cool but the sfx when taking "ingredients" is probably a bit too loud and no way in game to adjust either. However as for the gameplay I do have a few things to point out. The control can greatly improve with some coyote time, I fell from the edge too many times and it becomes slightly frustrating when the flow is broke. The simplest way might just just make the collision shape wider or a more sophisticated timer system. The last thing is that the game lacks an objective. Yes our poor chef needs to run for his life, but the current game loop isn't very "rewarding" that keeps the player invested for more. Maybe give every room a name or a very distinguishable feature like a different colour theme? It helps player map out the level configuration in their mind and makes them wanting to explore more unvisited doors. And I know I am asking a lot for a game made for game jam but just in case you plan to release an update. Good work overall and well done.
Ah the dreaded! I had that problem too for one of my projects. The way I get rid of it is to write a custom singleton sfx player script that, when asked to play a certain sound, check if the sound in question is already in play and only plays the sound if is not already playing. Granted I am developing with Godot instead of Unity but I assume same logic may apply. Hope it helps and one day the game can be updated with great level of polish :p
Art and sound impeccable and the game mechanic is also simple but very enjoyable. I feel the combo slow motion very satisfying and a good way to encourage good performance. If I have to offer some suggestions, I would like a slidable volume control and the player don't need to hold the mouse button to play. It gets a bit uncomfortable when I was 5min into the game.
I decent and compact puzzle game. Took me a few tries to find the way but the flow is neat after the puzzle actually starts. The guide throw the main character is clear as well. The second day feels a bit redundant though, would like to see more little twists during that. Other than that, solid game that has everything it needs
I was actually a bit surprised when I saw the ending. I can feel a lot of narrative potential behind the vibe, like the missing sound effect. I am not sure if the game is not finished or the author is hiding a big surprise for players to be found. I am willing to trust the second option and be a happy ignorant who fails to beat the game. Would like to see the game to its fruition
