All it lacks is some polish to be a real quality game! Animations are great, some sprite could be better. And also, more feedback about when we can attack or not. Not being able to dodge projectile was painful too. Great job!
Cortez
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The music gets quickly overwhelming, and I don't know if all sounds really fit, but that's my opinion on the matter ^^
As for the graphic, I feel like there is just no sprite for the walls appearing/disappearing when you die, and the graphic style doesn't seem unified.
I mean, that's a great job for a solo dev, especially with stuff to do on the side. I had the full week free for my game personally and I wouldn't say it's better than yours.
I completed level 1.9 by jumping on the left wall, I'm not sure why or how but it worked :o Then I rage quit at level 2.6, because the jump above the diamond shaped spike is way too precise and impossible to reproduce willingly XD
I'm not a rage game player, so it's hard to judge, but I think it was nice game overall. The theme is respected because the change is really noticeable each level.
The game is neat, pretty, with a great atmosphere. However it was really hard at first, and I think the combos don't work properly (A A B B B was just holding B for me). I ended up only using the three first hit on A in normal mode and beat the secret ending. I wish Electris sometimes turned her back to hit me and that her reinforcement didn't get stuck, Pony Tail was more interesting in that sense ^^
To me, and that's only me, that's an easy take on the theme. But that's what inspired you, so it's ok! I think that if reaching the end was actually required to get the real ending if would fit better, since anyway we have to beat it 3 times to get all 3 ending.
I'm curious about the other endings, and it's nice it seems I don't have to beat an harder difficulty to get it! Also liked the dialogs between the girls =)
Fun game :D The gameplay loop was a bit slow and easy (as long as you block). I believe the visual novel part was supposed to be longer at first, so we had a real end as a new beginning? But I feel like it more focused on the story & the atmosphere, and that is a success. I liked it, the plot twist made me laugh ^-^
This game is a success on my points: graphics, music, we've got a full menu & how to, there is an interesting gameplay loop that I want to consider functional.
However I was unable to get out of debt :/ Are we supposed to be able to throw toys on the work station? At least, it's not working, but if would be great I think to add interesting to the throwing ability.
I believe the shop is like a tree, and we unlock things as time pass?
Go several bugs were I lost toys behind workstation, or was unable to drop a toy on the group and carried two at once. That was weird.
Overall, a bit of debug & polish is lacking but that's a nice game!
It feels really fun and complete! It's a simple concept, but you made it interesting with 3 differents ennemies only, tons of power up, and the time travel hack.
If I had to say, the game lacks a bit of clarity: I didn't know what the ribbon were before reading the description (they are the bombs, and it made the game so much easier), I didn't notice I had to hold R at first, and it's hard to keep track of all the power up you have (but it might be tedious to make so that is forgivable).
Also, the game crashed when I reached the end, maybe because I was in fullscreen? :( I'll beat it again tomorrow.
Lovely game <3
It was a not a seriously comment, but your serious respond made me check too: it depends on the eagle and I think it's interesting :o
Anyway, that's true that game jam require short games. But IMO, it looks like a sucession of mini-games, and I felt a bit unsatisfied somehow. Like, I learn a gameplay, then the game says "Ok let's change the rules!" so I cannot show off my newly learned skills. Maybe some part could have been longer, to reward the player? ^^
Oh my god you should see my code, it's not clean at all x) But I learned a lot during this week with about 50hours spent on this game ^^ Tilesets, raycast, collision, pixel art, animation, tween, adding child node, audio.... I can't name them all! But I reproduced a few classic games previously in my life (pongs, yam's...), I've programming experience and I binged watched a lot of game jam & game dev video before deciding to start my journey, so it helps a lot. A select menu was a recurring tip for game jam :)
Yet, thanks for the compliment, I've many ideas of things I wanna do in the future.
To beat the eagles (which, I'm pretty sure, isn't a bird that eats insects :o) place yourself just above just above the clouds, and prepare to dodge either by going up or down, and replace yourself. That's one of the safest spot.
The game is great, fits the theme perfectly imo, the different gameplay loops are (too?) short but complete, and the game being story focused isn't hard (apart from the final stage). Nice job :)
I think the could use a bit of polish, but on many aspect. If AI wasn't shooting at us through walls, audio wouldn't be spamming. A music could be nice too, as well as some story. Not sure it fits the theme, since we don't keep or change anything from the previous try, we just restart and always get the same weapon choices :/
I think you definitely need a win condition. Also, how can I kill the weird looking jellyfish? u.u I died before I could clean the dungeon and see if it changed anything in my ability to hurt him.
Graphics are nice and the dungeon generation is very clean. Maybe you spend too much time on it? I know managing time in a game jam is hard. but for a first time it's very good :)
I really liked the chill vibe of the game! I love what you did with the theme.
I got scared at first by the wall of text however, maybe it would be better to explain the rules in each level, one step after another? Also, not sure if I did the final level properly, I didn't use the fire blossom at all :p
I like the physics of the game, and how the drop of water deforms. The game is short and relaxing, its rewarding to beat every single part and come back doing it more easily and faster. I love how the theme is used to tell a story, and a nice one on that!
Controls are not obvious at first, a small text at the start screen would be enough to explain.
Also, "artstation" is not an artist, credits are owned to be made properly, even if they are many :/ You did if for the music,
Encountered a bug where text appears as I die, so I cannot read it before it disappear.
I must have missed something, because I'm unable to solve the part with the laser ball before the kitchen. Is the laser supposed to kill us? Because it didn't at first, then did.
I think it's a great game, but it lacks context. Who are we? What are we doing here? Why are we respawning?
Otherwise, I like to solve puzzle by exploding, sometimes looking for a way to die, or die correctly to solve the puzzle. It's interesting to use the same mechanic (dying) differently. Reminds me of "Life Goes On". The level design is great too as it creates natural checkpoints!
Also, is the murdering cube following us normal? Or is it a bug? I don't know D= Unfortunately, it's ugly.
Well, I have no word. This is a complete game. So complete and polished for a week! You may have converted me. I felt like it was not my kind of game, but I really want to beat it. Episode 2 Level 2 currently, took me 3 solid hours, but I'm willing to continue =D
Now, I've 4 "complaints":
- the writing that shows in the middle of the screen as playing is way too small to read
- normal mode is a bit too hard (also, level 2 destructible walls are very hard to see on my screen at least)
- theme could've been used more. I might be harsh, but I rated 5 fives everywhere and 4 stars "Theme". I think you could do more than just free camera (I think the levels were less square shaped too?).
Only noticed two bugs:
- Episode 2 level 2 when jumping, the blue coin of the second pillar kept spawning above the lava
- Sometimes white text appears twice, and it's almost impossible to read
Interesting take! I think you focused a bit too much on doing lots of levels, where for a game jam it feels better to make fewer level, but with better quality. Who's gonna play all 16 level? D=
Also, I would love to be able to do a few things:
- Restart level
- Go to next level (and not go back to main menu and then level select menu)
- Use WASD, so I can keep a hand on my mouse to control menu
Otherwise I liked the art style, and having different mechanics with the cats was great!
Thanks for the feedback!
That was the idea with coming back to life with limited ressources: you have to think it forward. I pictured the game more action paced at first, but quickly wanted to make a puzzle game with grid movement game (so hard to implement, I must improve it for next time). I would love to make it action platform in the future!
I really wanted at least 3 forms to make it more coherent: it's a real mutant adapting, not just a switch on death. Anyway, plates, crates, spikes were the basics to make it look like a classic puzzle game. I needed turret to deliver biomass. I wanted to make levers too, and maybe water, but then I realized that each form was its own mechanic, and it shouldn't share any with the others.
I wanted it to look cute with a bit eerie/unsettling part to it. The mouse is not my best success here, but I was short on ideas (it should've been a bat first, felt too overpowered, but didn't implement water either).
I intend to make the bullets more forgiving, I might change their speed & reduce the hitbox. Bullets must block your path in a line, but not stop you from passing where it's supposed to be possible.
I'll add some levels after the jam (6 or 8 total), so you might have to learn a bit more the mechanics, but it'll be incremental :p
Outstanding game in my opinion :) The theme is in the gameplay sure (one wave ends, another starts) but it's mainly in the story, and we can feel the effort to make it transparent. Efforts on the narrative and the illustration to make it not a simple text, but to make it enjoyable to read and invest us in the story. Love it!