The aliens are challenging and hard to defeat but they are fine since you can dodge their attacks. Except for those worm-like aliens, I hate them. They could phase into walls where you literally cannot damage them at all, and when they attack, they do so at ridiculous speeds, which is very frustrating to play against.
CreeperXD
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I wish each session can be made shorter, as I feel like it is taking way too long to get enough money to upgrade once the upgrade levels are high enough
The ocean feels empty, especially considering there are encounters. Having something to show during encounters will make the game a lot more interesting
Not a bad game, but could use a lot of improvement
Being able to look at the next orb directly is an interesting idea, since it's easy to get disorientated in the level
I like how despite having the control to look at the next orb directly, most of them are placed in a way that you have to navigate around obstacles to collect them, so it isn't boring
I like the models, such as the red jump scare things (don't know what it is exactly), which is disgusting, but I guess is expected inside a belly
Good game!
Interesting game mechanics!
I suggest breaking up the tutorial into 2 parts, one teaching time warping, one teaching freezing time. Currently its teaching everything in one go, which may be overwhelming for some. Give players opportunity to digest what they learnt
Don't know if it's just me, but I find the game to be too hard due to the precision required, and so I didn't finish the game, unfortunately
A quality of life change is to allow players to skip dialogues, having to read the same dialogue after dying is very annoying
A game with interesting ideas and potential!
The art for the game looks very nice
A minimap would be nice, as the maze-like map and almost identical rooms can make it confusing to navigate
I like the design for all enemies except for the ranged one. It shoots immediately after spawning and its projectiles are too fast. It doesn't help that the game has no audio at all, so you can't even know when it spawns offscreen and attacks, making it very unfair
Nice game, could use some improvements
2 interpretations of a theme? Nice!
The story is very intriguing, though I wish it was a little longer
Since this is a horror game, music can really set its feel, but there is no music in this game, if it even exists
The sound effects is a little hard on my ears though, not sure if that's intended
Cool game, could definitely use some improvements, especially when it comes to audio
The different types of enemies makes combat interesting
The dark surroundings with the glowing crystals and enemies is beautiful
I also like the fact since the level is slightly tilted, crystals that drop from enemies on will roll down automatically so every crystals can be collected
My only complaint is the ranged enemies' projectiles can go through walls
Good game!
This game reminds me of Limbo and Inside by Playdead. Unlike them though, this game provides more movement on the third axis, which I think could make for better storytelling and puzzles.
I find it slightly annoying that I get stopped in the way by seemingly small objects and invisible walls. I wish the interactions with the puzzle elements can be better, for example currently the "wires" that opens the door has no indicator when is it close enough to a specific "socket" to be plugged in, which is slightly irritating. I hope the controls can be explained somewhere, especially since the character can sprint with the "shift" key, but it isn't as intuitive as the others.
Also the story is too short please have more stuff thanks.
Overall cool game, some user experience upgrades and more story would greatly improve it.
Fun puzzles. Being able to swap places with a bacteria feels a little confusing at first but definitely makes for some interesting levels. Personally I want an indicator of what the bacteria's next moves are, though that may take away some difficulty.
Graphics and audio are nice.
Impressive that everything is made from scratch. Good job.
Extra gameplay features will definitely make the game more interesting. I actually have few of them as ideas, however they're scrapped due to time limits. Would definitely want to bring them back when I get the chance to.
That is a mistake on my part for not implementing a pause menu to have the settings changed mid-game. I actually didn't find the said sound hard to listen, but I think I would change it since I didn't spend much time on it. I do agree there should be an option to toggle the animation completely, thanks for suggesting that.
I myself would like to work on it more, however I'm currently in busy school weeks, so the progress would be very limited. Will want to eventually have the game be updated.
I appreciate your feedback!
Simple yet fun.
The friends could probably use some feedback like a visible health bar and hurt sounds when they're hurt, to show that they can actually die. I actually got the impression that they're invincible before being proven wrong brutally.
Also, good job on making everything by yourself during the jam.
Gameplay is very unique and fun. I like how the timer just indicates how much time left the assassins gets more aggressive instead of losing, which just makes the situation even more tenser. Though I wish the player spawned on different locations every time.
Graphics is just perfect.
I'm pleasantly surprised this is a jam game considering how complete and polished the game is. Perhaps different locations, more levels or even a story mode would make this a must-play for me. Hope this game gets popular.
The gameplay is unique, and I like how stronger cats can only take one hit from weaker yarns, which really forces you to have a mix of weak and strong cats, and not just the strongest ones all the way. The graphics and audio are superb as well.
My only criticism is that I struggle to find a reason to play for an extended amount of time, for me at least. Otherwise, this is a fantastic game.
The core gameplay is fun, especially if one has lots of emails unforwarded it could get frantic quickly. More types of emails could be added, for example one that requires multiple people to work on it.
A quality-of-life feature that could be added is the employees' progress bar so you could prepare to forward an email to them in advance.
There is a minor bug where an email would be generated on top of an existing one, so when selecting it there is a chance that the other one is selected instead.
With some work on the graphics and audio, this could be a very decent game. Keep it up.
This is such a unique idea.
I like how there is a subtle effect that assists the player to locate the target.
I hope the story can be expanded.
I find that having to read the note again after failing slightly annoying, and I wish there is an option to disable it. I also experienced some lag when playing.
Overall a very nice game.
While it doesn't follow the theme, I really like the concept of painting someone with their favourite colour to progress.
The splatter mechanic is very unique, though it could be a little bigger to get the corner blocks painted much easily. I would definitely want a puzzle adventure game that uses this mechanic. Hope you can continue working on it.
The idea of a pigeon poop being heavy enough to push a button and hurt a person is definitely amusing. Also why can't farting do anything to the rebel pigeons? Come on, it would make it actually useful! The puzzles are fun and I definitely looking forward for more.
However, I do want to point out that the controls can be a little weird. The pigeon sometimes refuses to fly up when I instructed it to. Pete sometimes just lags (I'm not sure how to properly describe it, forgive me).
Overall a very decent game, some bug-fixing and more levels would be a very welcomed addition for me.
I'll comment based on the criterias along with the score I gave out of 5.
Game Design: 4
I feel like some of the tutorial levels can be merged together. For example: levels 2 and 3 can be merged together to introduce the fire element, just like how the water element is introduced in level 4.
The Codex and the control page while in a level is not obvious; they're not immediately made known to the player until they click on them.
I have a slight issue with the Rock: in the game page it's depicted to have 2 different sprites for being walkable or not while chaoised; while in the game it's depicted to have the "walkable" sprite as long as it's chaoised, regardless if it's broken. This can be a little confusing since the tick on top of a tile blends with the mentioned sprite. Level 10 illustrates that perfectly.
Seems like it's impossible to get "Gold" in level 1; I can only finish the level with at least 10 moves, not 9. Not sure if that's intentional though.
Fun: 5
I'm craving for more levels, so I guess that's a good indicator that the game is fun(?)
Innovation: 5
It's quite rare to see a hex map game, for me at least. The interactions/mechanics are quite fresh to me as well.
Theme: 3
A demon wants to chaoise the world by occupying or destroying tiles... guess it's chaotic.
Graphics: 5
...wow.
Audio: 4
Calming- suits a puzzle game.
Conclusion
A really solid puzzle game, along with a level editor! Though the level editor could use some more work like being able to load levels through their code, having a decent one working in 7 days is astounding.
Oh and I also have made 2 levels; their code can be found in the comments section.
Here are the 2 levels I created.
Riverside village:
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Dagger:
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Thanks for your comment!
You're right, feedback is almost non-existent in the game, which can be confusing at times. I'll put this higher on my priority list next time so I won't run out of time implementing it.
Now to explain about Chaos Effects due to lack of in-game feedback(below text may contain spoilers)
Chaos Effects happens every time after enemy's turn but before player's, which randomly applies either a buff to the player or a debuff to the enemy. Below is the full list of them:
Chaotic <EffectName> | Actual effect |
Enlargement | Player MaxHP + 100 |
Blood supply | Player CurrentHP + 200 |
Hardening | Player Defence + 75% |
Bloodlust | Player Attack + 25 |
Shrinking | Enemy MaxHP - 100 (if their CurrentHP exceeds their new MaxHP, excess HP is trimmed) |
Blood drain | Enemy CurrentHP - 200 (if their CurrentHP is 200 or less, it's only reduced to 1, so they won't die from this) |
Softening | Enemy Defence - 75% |
Nightmare | Enemy Attack - 25 |
Thanks again for leaving constructive criticism!
I'll comment based on the criterias along with the score I gave out of 5.
Game Design: 4
I've noticed that you can occasionally hit people that are behind you. So if you just stand still while spamming attack, you can survive for quite some time, since you heal for every kill.
I like that out of the 3 possible people, 1 of them is passive, making them viable if you are low on health.
I see there is a lower and an elevated area, but I didn't notice them until I got near them.
The difficulty increase is not noticeable, if there is any.
Fun: 3
As mentioned above, since the difficulty doesn't increase, if you played the game for long enough, you will be so skilled that it's nigh impossible to die. As such, you get bored easily if you played for a long time, though not if you just played for a short time.
Innovation: 5
The idea of bystanders being aggressive towards you when you assault someone is quite uncommon- the other one I could think of is when you hit a zombified piglin in Minecraft.
Theme: 4
"KOs"... what a (pun)ch! Anyway, since people are hostile towards you as soon as you hit someone, the scene indeed gets chaotic quickly. A (fist)astic interpretation!
Graphics: 4
I feel like it's a hybrid of arcade and that block game. Looks good.
Audio: 5
I see some people commented about that punching sound, and I can say the same about it. Everything else works fine as well.
Conclusion
The main issue I had with the game is the lack of difficulty increase. Other than that, the game is pretty decent. Keep up!