Played and enjoyed it! I am sick so the constant frown isn't the game's fault, haha
Curtis Jensen Games
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Thank you so much for making a video of your playthrough! And I'm sorry to say that the one tree was all I got to at the time. Truthfully story writing is not my strong suit, I'd be interested to hear what you thought might have been down there, but the theme just screamed PUT CRYPTIC STUFF IN IT. So I slapped in a few scripture references. Next time I'll at least find a way to write "Yeah so sry there's nothing more but like you can fall more if u want" but in an eloquent sounding way.
And I don't know about you but I felt like the platforms got too vertical after a while, so I tweaked the math to have a more even chance of horizontal and vertical platforms, and no underside platforms (Though props to you for getting one!)
Thanks for your message; glad you liked it overall! Yeah I definitely wished I could have put more secrets in, but I'm still relatively new to stories so I just managed to slap a two scripture verses in.
Really not sure when or if I'll get back to it but I was thinking of having it open up to outer space and / or having a ying yang with two trees. But it's all up in the air, so really anything could have gone! If you happen to think of cool stuff I could have put down there let me know, haha
Souper silly game. Here's my playthrough: https://www.screencast.com/t/Gkj6f8UEoGY
Do I hold the speedrun world record? I got every beacon in 10 minutes and 21 seconds.
I enjoyed the game, but my main gripe is that I can't move as fast as I want after I get the last beacon. I like walking simulators, and the lesson taught is a good one, but once the player has proved themselves capable of slowing down, can you give them back the freedom to speed up?
You can watch my first impressions, with the speedrun in the last 10 minutes, here.
Yeah, if this game gets featured then it getting a “sequel” is a big possibility.
Do you think having the boss give off a growling sound whenever it’s close and having a short “you died” thingy would solve the problem you experienced?
Also: you’re totally right about the tutorial arrow not counting! We totally should have done that. Thanks for all your feedback.
Do you remember the name of the other games about retrieving the bullet? I figured we wouldn’t be the only ones since Mark Brown literally pointed it out in his video.
Great game!! With some encouragement / help from my wife we slew the dragon! Interesting game. I imagine if it went too much longer it would have been hard to keep track of everything, but at that rate you'd probably have more time to test it anyway. The game felt pretty alive because we had to use our instincts to feel our way through.
I'd definitely play a sequel (but tbh only if it's free because I'm poor)
I had a hard time enjoying this game. When I got to the flying spike level I thought "How does this magnet even work? Is it better to be close or far to go faster?" but I've faced a similar complaint to my game "Toad Mountain" so I can understand making the mistake, but even so I still had a hard time playing this.
Was it original though? Would I play it more if it was a full Indie game? Did it properly address the theme for this game jam? Absolutely!
The idea of kickback knocking back the player, perhaps to nerf an overpowered sniper or rocket launcher, is something I'm surprised I haven't seen before in a first person shooter! I'm glad you guys tried this out, but my experience was not great. I learned things, sure, but it was difficult to control, and some glitches hurt my experience.
The idea of kickback knocking back the player, perhaps to nerf an overpowered sniper or rocketlauncher, is something I'm surprised I haven't seen before in a first person shooter! I'm glad you guys tried this out, but my experience was not great. I learned things, sure, but it was difficult to control, and some glitches hurt my experience.
Good game! I was really excited to unlock the last door when I got the last key! It made my Metroidvania side happy, but I didn't feel a ton by way of mood-shift when I fell in the water. Having tried a similar section in my Toad Mountain game I can appreciate that it's a difficult effect to achieve, and on a psychological level I appreciated that the fish was in water, but I think harsh music when next to fire, perhaps starting out in water, or even having a meter that started depleting when the fish was out of water that killed it when it reached zero could have helped.
This all being said I thoroughly enjoyed beating the game in 1632s, I think falling into water rather than just land is a welcome extra mechanic to add to the Getting Over It formula, and the keys, though perhaps distracting from the intended mood-switch, gave me a lot of joy. 4/5!