Thank you so much! This is some amazing and helpful feedback!
Curtis Turpin
Creator of
Recent community posts
The concept here is great! I love the idea of collecting mail and avoiding mines with no means of actually destroying them directly. However, I feel some of the mechanics get in the way. I wish that I could control if I was moving or not. Having the spaceship move on its on was a little confusing, and also prevented me from making tight turns, taking away control. The music was a lot of fun though! Although, in a game jam context, when you don't have time to implement a volume control in game, I'd recommend setting the game volume on the quiet end so as not to immediately deafen the player.
The game was pretty fun to figure out and very punishing at the start. My biggest gripe has to do with the camera more than the core gameplay. Camera responsiveness and maybe being able to move the camera and character independently would be things I"d look into. Other than that, the core gameplay with a nice hide n seek game! Good job!
This game was very interesting to play! I love the heist idea! There seemed to be some performance issues the longer I played the game, but that might have just been my computer. Also the music was fantastic, but it unfortunately didn't loop for me. Love what you made, keep going!
One last note: When the player is moving down the camera shifts up and the player's vision cone gets even smaller since the bottom of the screen cuts it off. Having the camera shift further in front of the player might be a little better in that regard instead of lagging behind.
The mechanics in this game are very interesting. Some fine tuning on the feel and visual feedback on the powers seems a little too tight / restrictive. Throwing the dagger felt way too fast and I didn't seem to have full control on where I threw it. The jump and the dash both feel very short. However, those last bits are more subjective. Overall interested to see where these mechanics go! Thanks for the game!
I really enjoyed being able to run past the enemies and not have to kill them, however, since many of the levels are laid out so the player is going from bottom to top, and the enemy AI seeks the player, it's easy to manipulate the enemies to end up sitting on the ground and that makes it easy to avoid their bullets using the platforms that are now above them. If there was something in the AI programming that said "If you're near a ledge, stop." so the enemy would remain on it's respective platform, it would force the player to have to deal with that enemy once the player made it to that part of the level. As opposed to bunching them all up at the bottom from the beginning and then just breezing through the level. However, the few times the AI did stay on their respective platform, it was really rewarding to zoom past them.
Thank you for your feedback! The dialogue is meant to emulate small talk with someone you're catching up with. However, there was a lot of dialogue that was cut. Our original idea was to have the conversation shift and change based on how stressed out your character was. However, time got away from us and we had to cut almost all of that out.
This was an absolute chaotic mess of a time. I loved it. The hit boxes feel a little unforgiving, but other than that. You set the tone great. I know this take a lot of time and work, more than the jam allows, but I would love if the music dynamically moved onto the more chaotic parts of the song based on how many cars were "parked / crashed"
As the artists, it's refreshing to get some constructive feedback my side of things! I'll take this into account when updating the game in the future. I'm still fairly new to pixel art and how it translates into the game. Making sure that everything is clear and readable is a good design philosophy for accessibility. Thanks again for the feedback!