So fun. Loved the level design, character design. Energy as a resource was a nice mechanic. And also really nice to add an option to ignore it to make the game less challenging for folks.
Chippper
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The pause when you are attacking is too long. I liked the art and the music, and the basic concept of the game. I think if you want to stick to the one hit kills you, the enemies should have gone down with less hits too. Maybe the switching mechanic would have felt more valuable if you attacked the wings creatures with a bow that killed them in 1 hit, and if you attacked the ghost and rhino with the sword it was killed with 1 hit?
Really cool game. I liked how as you played it explained the mechanics, however I forgot how to throw, and couldn't see a way to get that information back. Maybe if controls were included in the pause menu? Also I kept getting the prompt about being the vision cone of the guards over and over again, but not the others.
I really enjoyed navigating in the world. I did get lost, but it was still enjoyable. The dialog was really nice, and the game felt well polished. I think it would have been fun if the buildings/town fit the fruit theme as well. They felt out of place style wise. Really liked the forest scenes though.
Really nice art style. Would have liked a progression, especially as your choices are locked in. Starting with matching one element maybe with the rest filled in. Maybe you could be an apprentice needing to finish up the statue and you eventually become the master and can do the whole thing. Well polished overall though.
The starting cutscene is so well done. Gameplay, controls need some work. You don't call out you need to move forward toward the items to interact, but even after I figured that out and was holding something it was unclear how to put it down or add to it. I would suggest you build in an interactive tutorial where you walk the player how to interact in the future instead of having static instructions in another section of the game. Also the second time I tried to play after the time ran out I couldn't rotate the camera around, which limited me from looking at the bowl and interacting with it.
Impressive how much you were able to add in the timeline. The dialog felt too long at times, but just breaking it up so you didn't need to scroll might help. I was surprised how built out everything was. If you wanted the initial area to feel different than the human area I would have leaned more into a different visual style. Otherwise it just felt less complete than the other areas. I liked the little walk animation
Was deaf mode left checked because of no audio?
I was impressed with how well this played. I got to 3 minutes before getting overwhelmed. Really well polished, and I enjoyed the companion mechanic. I did wish there were more upgrades for them. They felt more impactful and I didn't care about the upgrades to me. It could be fun if there were checkpoints or something that encouraged you to walk around the map, I basically just stayed in a circle.
Really liked the art style. I noticed some were getting generated on top of each other and I wanted to be able to move them away from each other, but I think if they hadn't spawned on top of each other just having them controlled with AI would be fine. Could be fun to include some nonsense talking in the background, kind of like the sims
Thank you for playing our game! I left the fps score in there because of the dropping frame rate, though probably should have put it behind an optional setting. First time completing a game in Godot and I thought 3d would be doable...I think my next game will be 2d. I ran into so many performance issues. Though I learned a lot and hope to improve on performance in particular on my next entry.
I was enjoying it quite a bit till I think I hit a bug. Both red and the wolf died, and it said AI turn, moved the camera to the top of the screen, and then nothing happened. There weren't any AI up there, and I couldn't get my turn back. Overall I thought this was a pretty good tactics game. I wished there was a way to regain mana, and similar to others have the camera move back to your players. Audio was pleasant to listen to while playing.
100% agree. I thought we had an okay handle in scope, and then throughout the week kept cutting things and cutting more things. But I didn’t think about ensuring what was in got polished. I am excited for the next game jam to try and see how much I learned about creating manageable scope to polish.
Thank you for playing our game!
I was confused why the enemies (or what you need to attack) stay still, but what you collect moves around. It would probably be more challenging if it was the other way around. I wishes the attack collision was more obvious. The art felt cohesive and I liked the overall aesthetic. I didn't care for the platformer controller as much. Felt too jumpy
The speed in which you run around felt jarring. Though I appreciated it with how large the map was. I am curious if you made the space smaller if a slower speed would have been more doable. I enjoyed the minigames and the character art overall. Also the settings not totally being opaque over the game made reading the different options more difficult. I did remap the keys and liked how the tutorial prompts used my new ones.
Really solid entry. I loved the art and effects. Reminded me a bit of dustforce with the leaves on the walls. The controls were finicky for me but the dash (when well timed) felt really good and the animations were well executed. I also liked how you introduced the abilities one at a time so you could learn as you play. I would spend a bit more time on level design. Could just be me, and I am not great at platformers so totally possible, but the layout just felt unfair.