Really glad you enjoyed! Happy to hear the writing was good enough to entice you into checking the lose conditions :)
cloudlandmap
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Impressive scope for a week and quite polished for a jam entry. Best feedback I can give is that it would have been nice if there were more dynamic character animations. There's so many cool combat moves but it was hard to visually differentiate them or determine when they are best used. I'd also recommend teaching one move at a time over a greater time. I only ended up using one or two combat moves because it didn't feel like there was enough incentive to get creative.
I had fun playing this one. Although, the difficulty spikes pretty hard! I think you should continue improving the movement mechanics because challenging platformers are best when the player feels like dying was their fault and not the fault of unresponsive controls. Next time you do a game jam, I'd encourage you to make something that more clearly fits the theme. It kind of feels like you just made a cool platformer and added some dialogue so it technically fit theme. It would have been cool to see you find a way that deception fit into the game mechanics of platforming.
This game was pretty charming! I had a fun time chatting to everyone and catching all the animals. I found an NPC with no dialogue and it was kind of funny. I got lost in the maze for a good while before I found the wizard. I think you should consider zooming the camera out a bit more because even exploring a relatively small map felt confusing at times.
So happy that you enjoyed! There are choices that result in more than one unit of loss in a category near the end but they wouldn't shake you if you came in with the right stat balance. It was hard to find a difficulty that would keep a general audience engaged while also not frustrated. The goal was to set up situations where you'd sometimes have to compromise idealism and choose whatever choice would keep you afloat. However, like you mentioned, there are times where your choice becomes uninteresting because your safety net is too big. The game Reigns keeps things interesting by having capped bars also result in a lose condition. I can see why that was an important part of the design now.
