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Chippy_lmao

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A member registered 44 days ago · View creator page →

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Could be wrong, but it seems like you uploaded the project and not an export of the game. As evidence, this is your player script, which I should not be able to access: 

extends CharacterBody2D
const SPEED = 200.0
@onready var animated_sprite = $AnimatedSprite2D

func _physics_process(delta):
    var direction = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
    

    if direction:
        velocity = direction * SPEED        

        if direction.y < 0:
            animated_sprite.play("Walk_u")

        elif direction.y > 0:
            animated_sprite.play("Walk_d")

        elif direction.x > 0:
            animated_sprite.play("Walk_r")

        elif direction.x < 0:
            animated_sprite.play("Walk_l")

    else:
        velocity = velocity.move_toward(Vector2.ZERO, SPEED)        
        var current_anim = animated_sprite.animation

        if "Walk" in current_anim:
            var new_idle = current_anim.replace("Walk", "Idle")
            animated_sprite.play(new_idle)     
       
    move_and_slide()

func _on_quest_zone_body_entered(body: Node2D) -> void:
    pass 

func _on_quest_zone_body_exited(body: Node2D) -> void:
    pass 

All I see on launch is the startup screen, followed by flashing lights. 

Could be wrong, but it appears you uploaded just a .exe file, with no other data. Given the screenshots I doubt a 161 kb file is what your game consists of. Might be of benefit to check what your game export consists of. Screenshots look like Unreal Engine, which should consist of the following items/folders: Engine, Game folder (will contain Binaries, Content, and Saved folders), the executable, and a few manifest files. Zip all folders into a file and upload that- the .exe is useless without the other data. 

Excellent art. No audio. 

The portals are set up a little awkwardly, causing you frequently walk back through the receiving portal due to where you're placed. Somewhat of a skill issue on my part though. 

The text game is nice, though a little specific for key words. Decently descriptive, directions work, and instant death may or may not await you. 

The maze game keys have no texture, so you just walk around hoping you hit every tile and pick up the multiple keys needed to open the door. 2 isn't enough, and I don't care to figure out where a hypothetical 3rd or 4th is. If there was an indication (say, adding a number of keyholes) and I didn't have to come check each time I pick up a key I might be more inclined to look around. Being colorblind seems of no consequence either, though it is a silly gag. 

I stopped playing at the maze, because the gameplay wasn't fun to me. I think adding a few more visual cues would be beneficial, you clearly have the artistic skill to do so. The experience is hamstrung by the lack of any audio- a simple 8-bit, 8-measure loop and a couple SFX would make the game far more enjoyable in my opinion. While I have some nitpicks, the game is well put together and I didn't find any bugs. For a game made in a week, great work!

Nice art, Music, SFX. No gameplay. It's also unclear to me if there is a "win" condition.

Start menu is cool, though the UI doesn't scale properly for the Start Game button for me.

The background pixel art is pretty awesome, sets the story up nicely. The music is neat, and fits the setting well. I like that there's multiple tracks too. Would recommend adding looping to music so that it doesn't just cut out if someone is doing stupid stuff and remaining on a level. 

Enemies can push you, but you can't push them. I used this to glitch out of the map, and got stuck (hence how I discovered music doesn't loop). Would perhaps recommend making enemies slow the player, rather than stopping or pushing them. 

There's no need to fight anyone. Because the doors don't check if enemies are dead, you can beat the entire game by using the W and E keys alone. 

I have little idea what the purpose of the "spell" is,  though I assume it's higher point damage. Would be cool to have a ranged spell though. 

The player model is basic, but has very good movement animation. The enemies are the opposite, with cool designs but discordant visuals when moving (have weapon out when static, but sheath it when moving, and don't have the sheath at all when attacking. They're also pretty bad at hitting the player in general. 

Overall, I think the Art aspect of this game is excellent. Tweaking a few gameplay elements would make the game an awesome oneshot.

Trichosis is a first person game with 2d minigames. I'm not sure exactly what aesthetic the game is going for- the computer is running Windows XP (released 2001), but the minigames are all dated 1990. Additionally, a box for COD WWII (released in 2017) is present on a shelf. 

The space you inhabit is well designed, incorporating multiple interactions. The pixel art in the 2d minigames is good as well, with decent items, characters, and world elements.

The "Quazzar" minigame is a short quiz, ending with a horror twist. Nice!

The "EscapePeasant" minigame was a cool concept- physics-based 2d platformer. I made it to the top of what I assume is the first level, then instantly glitched out of the world. I reloaded the game and completed it, cool ending!

The "Pyramidscape" game was less than fun, in my opinion. From what I observed it seems like you can easily end up in a loop going between doors which continues infinitely. This is compounded by items respawning each time you go through a door, leading to an unclear pathway forwards. I chose to ignore side paths because the "score" was seemingly pointless, and completed the pyramid and sphinx, which led me to the "thanks for playing the demo" screen. I assume that this is triggered by completing all three minigames. 

Overall, cool concept! If completing minigames has an effect on the 3d world at some point I think that'd be cool.

Like the first guy said, your start button is cut off.  I adjusted the game container using the inspector, and was able to get to stage 2.  I can't see the door to stage 3, so I can't continue. 

Should be an easy fix, which you can make in the "edit project" screen. You can either manually make the viewport the size needed to properly display your game, or add a fullscreen button so the game will scale up properly.  

From what little I saw, you've got a good foundation for platforming using what I assume is a tileset. Collision is good, SFX trigger when they should, and you've got level switching down. If you have more complex stuff in later levels, I wasn't able to see it. Just adding the fullscreen button should make the game playable, so I'd recommend doing  so.

Hey there, thanks for playing. Glad you like the music!

The idea I had for lanterns is that the crossbar points towards the next lantern, which start to get farther and farther apart. I think I didn't make that very clear, and unfortunately cooler POIs are present at later lanterns. 

Powerful.

wow.