Love the hands and the juice in general!
Pachi
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This one's definitely a looker - even my partner who glanced at the game immediately asked me what game I'm playing. I loved the intro where you built the cinematic that slowly introduced our world and Klotho. The particles, the third person camera, the character design, as well as the preview on the level plus music just really set a melancholic but pressing atmosphere--right up my alley.
Would you consider making the movements more beginner friendly? I tried about a dozen time to Jump Shift to the second moving platform, but I wasn't able to pass. I'd definitely play again if you guys were to change the experience a bit.
How was it working with 3rd person, 3D?
Here you go, from thatgamecompany:
https://itch.io/jam/tgcxcoreblazer/topic/4928478/important-question-i-am-creatin...
Extremely compelling visual style! Hope you keep pushing the envelope with this. The village felt very much alive with all the activities. Just some things I noticed that might be unintended:
-Pressing F changes the music filter, breaking a bit of the immersion because it felt disruptive.
-Pressing E to end day twice advances Day 1 to Day 3.
-It took me a bit of time to realize that changing the color to Dark meant I had to walk back to the house and end the day manually.
Overall, I had a good time!
The premise, conflict, and atmosphere are all great setups--I think you guys got that. This is the first game involving killing that made me feel a subversion to the theme of generosity. However, various bugs / not enough polish takes away from immersion, but that can always be corrected given enough effort and time!
For example:
-Green bar too bright, commanding attention.
-Deers' corpses glitches out and are difficult to pick up.
-Too much dialogue at the beginning from the Old Man (a stark contrast from the gun and the deer out of the window setup--I love those and hope you guys keep showing narrative that way, through diegetic methods).
Hello jayjialin -
I immediately felt connected to the idea of playing as a raven, because that implies flight mechanics as well as some sort of intelligent operation. And although the assets are just a bit above the level of greybox, it painted a peaceful atmosphere--and of course, the crow with a hat is just the cutest thing.
On my second playthrough, I was able to find my way to our old friend and reunite with him again. It felt touching and sweet.
Apart from that, I feel like there's not much feedback that is helpful, except to keep working on the Raven's Gift. It's not a fair comparison, because I believe you guys are approaching from a different thematic angle, but take a look at Bird Society, another flight entry in the jam. I felt like the flying mechanic was tied more to their theme of saving the bird's flock. I guess what I'm thinking is, with the Raven's Gift, would it make any difference to the emotions of the game if you were the man's grandchild, or another animal in the forest.
Your questions:
- If I didn't tell you the controls, would it have been obvious?
- I can, but I'm a developer and have played games for 20+ years. Despite of that, it took me a few tries to know that "E" is pick up and Left Click is crowing. If you want to see a good onboarding UX, refer to Bird Society.
- Is the direction of the game clear (like what to do)?
- Kind of - I was able to intuit quests until the rendezvous, but maybe because of the environment design, it was really hard to see anything and I spent some time circling around looking for landmarks - that took away a bit of the heartfelt emotions that I was slowly feeling.
- How would you enhance the art style?
- I think I would arrange the trees and paths in such a way that it naturally leads to the next points of interest (e.g., the ducks, the bear, the lake).
Hope that was helpful - good effort for 2 weeks guys! Keep going!
Yes I think so - since when you press N, there's already a familiar mechanic (that's a core feature too).
I was going to suggest some animation / vfx, like everytime you hit a color, it would vibrate the clock or sparkle with the yellow shader you used. This seems fun, but it's a bit more work and also break the clean, visual cohesion you presented - so maybe that's not the answer.
Eleni - I went back to play and finish it!
I figured out the problem I had: it wasn't a bug. I saw the color sequence from the house's dinner schedule, but I had trouble telling Pink and Purple apart (a bit--i don't think i'm colorblind), and plus there was no feedback at all unless you do the right sequence in exact order OR fail, I didn't know what I was doing wrong! Anyway, what I'm trying to say is I wonder if you'd consider making the feedback clearer (just a bit) for the Clock puzzle.
Anyway - I still love everything!
Phenomenal experience - there was something very ephemeral and cohesive about Inari. This is meant as a compliment (because I played Maplestory so much): it reminds me of the nostalgic Mushroom Shrine. The music is so on point.
That being said, would you consider toning down the colors of the spirit realm? Or some way of allowing the eyes to rest on the map--I feel like both worlds are competing for attention equally, and my eyes get tired after 5-6 levels. In addition, it would be nice if you show where the current level is at the beginning of a new level. Lastly, I felt like the jumping distance out of the lanterns seem a bit short compared to how far apart you place them.
Overall, very solid work for the jam!
The cover art really piqued my curiosity, and after playing, without a doubt, the atmosphere is extremely immersive--kudos to you guys. I've been thinking a lot about the delivery mechanic so I have a bias preference here.
Aside from that, I felt like the monsters and the lack of navigational help didn't really mesh well with me. I was okay with taking my time figuring out where people were, but the combination of the environment looking similar throughout along with the tension of non-killable monsters made me experience strong discomfort--unless that was the intention. I also felt like I didn't understand why this child would risk his life delivering goods for people.
Regardless, I really love the vibes you guys crafted--it's something I always hold in high regard!
Okay wow, you did a fantastic job! It felt just the right amount of tension and accomplishment with the game play. I think you have a good feel for it.
Would you consider letting players know a bit of progress feedback? The level duration feels right to me, but right now when you lose the cargo, you have to restart the whole level. I think you can easily increase the game's accessibility by just gently giving feedback on how much longer they can expect to last to complete the challenge. But this is a personal preference.
Loved every minute of the experience!
I'm glad I experienced your game. I practice meditation and Buddhist philosophy every day, and I try to apply it to everything I do, including interactive media. I've never tried to approach it directly as Chakra, but it's really cool for me to experience it from your creation. There are merits to not beating around the bush, yet I can't help but feel it may pass over a lot of people's head.
There's a lot of potential setups to explore too. For example, saving a rabbit from a human trap currently results in positive karma, but I'm not so sure it's that simple. The town NPCs are suffering a lot, and although it's unclear, it's implied that maybe some of the families are starving for food. Using your intent to save a rabbit's life might start a sequence of action that inevitably harms another's.
Your game made me think and feel, and I think that's so cool within 3 weeks of work.
What a beautifully designed game. Have you thought about maybe seeing if this game is a good fit for a physical, board game version? I loved how you combined onboarding with level design, naturally introducing players to new mechanics one by one, then challenging them to solve it by themselves. I feel like you playtested a lot to arrive at the levels!
The UI / UX and visual style is very consistent and makes me feel good playing. I'd just ask you to try different font colors because the current combination is a bit hard on the eyes. Great effort for the jam!
This game brought out the capitalist in me xD I can see where you guys are going with this concept! There's definitely something here, although I'm not sure how I feel about the premise and the cozy Lovecraft as it's shown.
The main conflict, which is being generous or not getting fired, is not sold to me emotionally. I was going through the motion, doing mental math at calculating what's the expected price, but starting from Day 2, I just started to ballpark and rounded up, up-charging people to keep seeing the consequences of my actions. I felt like, whatever I did, it didn't make a difference in myself, my spider boss, or any customers that came. For example, there was a customer that said something like, "I'm not paying for this!" and they still paid me.
Some bugs I encountered: Finishing up Day 3, it says Day 1 ended instead. The web version crops out a bit of the left side of the price reference when I open it.
I hope the feedback would help flesh out the game - I really thought you guys did great for the jam! And the cover as well as the title really pulled me in; it's a strong idea.
I feel similar with stanchyk7's feedback, but honestly so far it's really interesting and fun (maybe because I haven't played grappling games in a while).
Having a timer changes the tone of the game for me completely--I know it's my problem, but it's hard to take time and hangout when there's a clock on your screen. Another thing is, I don't know why but when I play on the web version, the camera always slowly pan towards the right; I think that's a bug. Lastly, the text keeps popping up weird numeric symbols (screenshot shown).

Beautiful aesthetics and atmosphere. I loved the way you designed the levels and introduced everything - it felt like the right pace for me. I got a little too creative after getting the Axe and was throwing around blocks left and right, until I realized there's a grappling attachment to one of the stone gates I can just hook to propel towards.
Darn it.. I'm fomoing hard for not being to experience this game with anyone else. I felt a bit lonely in this beautiful, poignant world. I loved every part of the presentation, and especially the praying animation. I can tell you guys put effort in it.
I'd also say pressing F for Focus Mode seems a bit intuitive. Maybe you could consider flashing the controls in the in-game UI at the beginning when players encounter their first peach, and / or change it to right mouse button too.



