I've been playing this game for a while now, and my eyes are blurry. I won't be able to play other games and give them ratings. That's a great plan, developer!
I really enjoyed it. Even though I'm probably too old for these kinds of games
It's terrible that a game that brings joy to players can be destroyed for some made-up reasons.
itch.io has a reputation for being the most honest platform for developers. A good game = good views. And nothing extra. But more and more stories like this are very frustrating.
I hope the administration is also thinking about how to solve these issues.
It's a shame, but without sensitivity settings, it's barely playable for me. The mouse is too fast, the keys are too slow.
In any case, it's an interesting take on the jam theme!
If this is your first game, then it's very well done. But in future games, I'd like to see more variety in gameplay. Progression and bonuses, for example!
Good luck!
A very high-quality game! Nice puzzles and good art.
The only thing I didn't understand was why limit time to get a high rank? Yes, messages from clients "immerse you in the narrative," but they only distract you from solving the puzzle. And to dial S is just to go through it again. It made more sense to count the number of clicks on terminals.
Good job, it was a pleasure to play it!
It’s a beautiful game with an interesting concept, but I wasn't ready to replay it from the very beginning.
Having checkpoints would have been nice. It would have been even better if the encounters were varied and randomized, rather than the same thing every time.
And if they added a progression or upgrade system... well, that would be like asking for a different game entirely. :)
A lot of work was done in a short time - that’s awesome! And the result turned out completely different from the other games in the jam.
Excellent game! And a wonderful interpretation of the theme.
The only real downside is that it has a serious problem explaining its rules.
Is this your first game? That's very impressive!
I'll be waiting for the developers to improve the tutorial, the demonstration of abilities to the player, etc. If they add new content, I'll be happy to return to the game!
First of all, the game has good visual design. The environment is sparse, but the boss's appearance is great!
The combat feels nice, but it gets tiring over time. Because the environment is empty, there’s no reason or opportunity to maneuver. The boss just tanks your hits, so you end up just spam-clicking LMB.
The spin mechanic is very interesting, but it lacks depth. At the same time, there’s no point in thinking about where best to use it, yet you can also go through the entire boss fight without using it at all and not even realize it existed. Also, sometimes there’s simply no way to avoid taking damage in the game. Yes, this is compensated by the shield, but right now it feels like a game design crutch rather than a thoughtful solution to the problem.
It would be great if the boss had more varied attacks, as well as the ability to defend, and if the player had a more interesting environment and mechanics that encourage analyzing the situation.
Despite my criticism, I enjoyed the game. I can see the effort, and I really hope the developer makes more games like this and even better! I’d recommend expanding the visual style - it looks interesting against the modern backdrop.
And if you decide to develop this game further or make something similar, add other special spells. You’ll no longer be bound by the jam’s theme, and the idea of “jump in a certain way” to trigger a special spell is really cool!
Great style! Right down to the game's page design.
The long intro sequence—combined with how easy it is to lose—gets a bit annoying after a while. I would have played a lot more if not for that. I wouldn't be surprised if some people gave up for this reason without ever really grasping the mechanics.
But as long as things were going well, it was fun :)
I can't say for sure. We worked out the atmosphere and context, but the character's execution was entirely up to the creator (who also wrote the in-game text). It was likely a combination of clichés, the idea of merging a game show host with the Devil, personal charisma, and limited resources.
It’s a case where limitations actually worked to our advantage, forcing us to use a photo instead of a drawing.
Thanks for playing!
A pleasant experience.
It’s a shame there’s only one type of "object" in the game; it would have been cool to see more interesting space stuff.
A game focused on the experience really needs sound effects. The background music sets the mood, but sound effects would have only enhanced that atmosphere.
It was interesting to see a game like this at the jam and get immersed in its flow!
Unfortunately, I can't give the game a perfect score for consistency, since the souls-likes are about rolling, not spinning. :)
On the other hand, it's a 5/5 for creativity.
In fact, the simple, somewhat silly style is a plus for this game. The mechanics are much more interesting than they seem at first glance.
The only thing missing is some absurd plot in the style of Monty Python or something.
The game reminded me of stupid, yet talented, Flash games. And that's a good comparison.
Cool style, cool music! It draws you into the flow of battles and keeps you wanting more.
I just wish the mechanics were a little deeper, focusing on small decisions. Right now, 99% of the time, I'm effectively just hitting everything I come across. Although, perhaps I didn’t understand something and that’s why I didn’t go as far as I would have liked :/
Maybe it would be cool if I had a reason to skip something or something.
On the other hand, just because a game has a shop doesn't mean it has to be a roguelike with passives :)
Good work! I'll probably even come back to it a couple of times outside of the jam.
Oh man, what a beautiful aesthetic! I ran to play as soon as I saw the screenshots.
It's a really fun game! I just wish there was more variety. The most fun part of the game is when opponents start pushing each other and everything descends into chaos. I wouldn't be afraid to add more opponents and add some more interesting behaviors (exploding if hit by something, going into a rage state, etc.).
And the items—almost all of them are either useless, in my opinion, or you forget about them. :) The game would benefit from super bonuses that you have to collect quickly and they're applied immediately.
Good job! I always appreciate developers who can put together something high-quality from a small number of elements.
Whoosh-whoosh, bam! Cool!
Wait, developer! This is the game design police. You've been arrested for accusations that your ECS game doesn't pause, but closes the game window. We'll get away with a warning this time, but don't do it again.
Great idea. I love puzzles, but you accidentally managed to put together exactly the ones I'm bad at – Morse code and music :)
Anyway, it was interesting. The only serious issue is the lack of a truly fast rewind feature. Realistic, but inconvenient :/
The music track itself is good, by the way :)
An interesting idea. The ending is absolutely brilliant.
I'm not a fan of this genre, as everything quickly becomes repetitive, even on a jam-sized scale. But, as far as I can tell, it's well done.
My only real criticism is the lack of sound. Unpacking and throwing items are silent, even though these are the most important interactions in the game.
Great work with the atmosphere and the story's theme! It's a shame the story is limited to the intro and ending, as the setting is unusual; I'd have liked some more details in between.
5:48
There are a lot of places up there where it's very easy to fall back to the very beginning with a small mistake.
As I can see from the gameplay, it was difficult for me because I hadn't mastered the jump after hitting the ground properly. More precisely, I didn't notice that the height of this jump also depends on the degree of the jump. I don't know if there was no tutorial, I'm not paying attention, or I'm just stupid :)
But the game can be completed without or almost without this jump, albeit with difficulty. It's cool that the mechanics are so deep, of course, but it would have been better if they'd FORCED me to learn it.
If this game isn't top-rated, it's literally a hidden gem. And like a good isopod, I'm glad I found it :)
Cool art, lots of variety in locations, secret spots. A lot of work has been done in this regard!
The only thing that bothered me was the checkpoint. I guess I'm bad at platformers (or the game needs more forgiving timing and input buffering), so I ended up putting off playing through to the end.
I'd also like a story. Yes, it's a jam game, but in the N64 atmosphere, I think it's important to have a funny character talking nonsense :)
But I'm very happy with the game; I even forgot that it was a jam game, not just a cute platformer I found somewhere.
I forgot to mention one thing!
I wasn't too fond of how the wheel upgrade was handled at one point.
I often just needed a stone - which wasn't a problem when the drop chance was 50%. But then I upgraded the wheel, and... the chance dropped to 30%, and then even lower.
That was a bit frustrating, because the "upgrade" actually slowed down my progress. Either I misunderstood something, or this needs addressing. For example, maybe allow players to temporarily "disable" such upgrades, or something similar.
I realize the idea is to give me higher-tier resources, but, oddly enough, they’re actually less valuable. That’s because I can craft a wider variety of items from the basic ones, whereas the complex ones limit my choices.
Sorry for the criticism. I wouldn't be writing all this if I didn't like the game :)