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Dallas J. Haugh

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A member registered Feb 04, 2017 · View creator page →

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As a rule of thumb, in an open field, if the enemy has half as many troops, the advantage would warrant a D6 to the dice pool, while troops over twice the amount will definitely warrant 2D6

This seems a little bit ambiguous in English; do you mean 150% of the size and 200% of the size? Or just any significant advantage in troops giving at least 1 die and twice or more giving 2 dice?

Good job!

This game admittedly gave me bad vibes from the intro, but I don't think that is its underlying problem: I have no idea what to do or how to interact with things. I could move, but that was entirely based on intuition. I tried multiple buttons and clicking. I can't really judge the game further, so I just have the beginning to go upon, which feels... vaguely problematic.

I can't really otherwise give much feedback other than 'please tell me what button to press'.

There are some bugs and flaws that exist: the attacks seem to target the user (?), the doors are front of the player character when exiting a room, and the walls on one of the corridors can be walked upon. The battle system lacks significant mechanical interest even within the default RPG Maker scripts.

The idea of a cat RPG, while moderately novel, needs to be backed up with some refinement. This is doable, and I hope with some more time it can develop into something the creator and others would like.

I think the animation windup is a bit long for the claw, but the rigging for the model and the animations is impressive. It does feel more like a tech demo at the moment than a polished release, but there is time afterwards to iterate upon the concept.

I'd like to see more based off of the animation system and parallax layers in the future.

This is a game that goes all in on a specific element; in this case, visuals and cutscenes. It feels like something that might be done in bitsly or the like scaled up to graphical heights. That's not a bad thing. I do feel slightly more effort could be put into gameplay. Not that much, but enough for maybe twice the number of levels with the same amount of cutscenes. Audio would be nice, but that is hard, as my previous jam experience has taught me.

I would highly encourage the creators to make an updated version of this!

I would have liked a volume slider or some option to quiet it (I realize that my own game just has a mute, but it is still welcome!) It was not really intuitive to control with the parallax background and the gravity mechanic; perhaps a level-based structure would have fit more?

The story is interesting, and I think the metaphor could be extended out to a short game with some more fine-tuning.

I felt it became a bit repetitive after a while, but the implementation was mostly on-point. There were a few bits of collision jank, and some of the items seemed a bit hard to discern from each other. Perhaps add little breaks routinely to pace out the gameplay.

A very solid game otherwise, with lots of efforts with regards to graphics.

There's a lot of content here, and I think it might be slightly too much for the amount of mechanics, but I had a lot of fun playing this. The main barriers seemed to be the janky hitboxes and the lack of an actual end screen (?).

Give the cat maybe 3 unique weapons, add another 2 enemy types, fix the physics, keep the length, and you have a decent little game in the making.

These were fun little microgames, and the graphics are amazing. I wish there was more explicit detailing of controls, but this is a nice prototype of what I think it wanted to be, based on the notes in the description.

I'd encourage updating it, even if just to complete the short game, as it fills a niche that I feel is underserved: chaos.

The strategic layer was a little unclear, and the feedback from enemies was hard to judge, but I got a first try victory. The sound may have been a bit loud with all of the bottles breaking?

It's certainly an innovative little experiment, and I'd love to see a follow-up!

Couldn't figure out level 5, but this is definitely one of the most unique concepts I have seen in the jam, and I'm a sucker for puzzle games. Nicely polished, and an excellent job!

I feel like the game was a bit too difficult for me, which might be a result of its singular control schema. It's mostly polished, but the invisible sideways killplane on one room was frustrating. Some more options would go a long way towards rectifying some of the problems.

Obvious inspiration from Celeste, but I think that's a good thing.

It does have good animation, especially on the main character. Overall this is a pretty decent project, and experimenting with control schema and physics could turn it into a decent precision platformer.

While clearly a lot of effort was put into the game, and the animations are great, I feel the controls are a bit janky and difficult to grasp. When I think of a cat, I think of a precise jumper that can turn on a dime, or at least recover easily enough. 

I think there are quantifiable steps that can be done to improve this however: one might be making climbable and unclimbable surfaces more apparent, and the ability to regrab climbable surfaces. Another might be to have a less zoom-y camera.

Overall, there is a lot of content and craft poured into this, and it could be polished into something memorable.

This is a decent concept, though the level transition was abrupt, and the controls are slightly awkward for my standard grip (arrow keys and ZXC). I know that it doesn't seem like much, but be proud that you made a game, and consider expanding it in the future!

I feel like the most difficult aspect of this is the lack of horizontal vision, to tell what's coming ahead. I realize this is definitely a prototype, but the assets are decent for that.

Definitely iterate on this idea!

I like the premise of self-imposed difficulty via the mechanics, but ran into a glitch where I could only convert 3 of the people before it stopped working.

The zoomed out perspective is perhaps almost too much, and the constant barrage is overwhelming (Pac-Man had a scatter mode, e.g.), but I actually really enjoy the core concept, and with some refinement, this could be a great game.

This is a great "do two things at once concept", and I love it in both implementation and details. I'm not that good at it, but stilll...

Awesome job!

This game has great polish, especially for what seems like a solo dev.

The fire and health mechanics were a bit off; I felt that perhaps the logs could burn a little quicker and the responsiveness of the fire bolt could have been better (as you stated). I also would have liked checkpoints and/or regenerating health.

I think this stands out as a work that could be expanded upon.

2720.

The fixed camera angle probably needs like a shadow under where the cat is to tell where you are jumping, but I felt like the concept was very solid and approachable. Animations were great, and maybe sound could be different for different objects, but that's a quibble for something that is overall very polished.

Great job.

This felt... too complicated to wrap my head around, honestly.

There's lore, but the actual gameplay practically needs examples and tutorialization to work in context, which admittedly is probably out of the scope of a jam game.

The polish was excellent, though.

I am too unfamiliar with cooking/kitchen/business games to wrap my head around this, and would have to be gradually eased in. I'm not sure how exactly the gameplay reflects "cattiness".

Still, the modeling effort is gorgeous for a week's effort, and I hope you continue on with your work!

The concept of a multiplayer cat brawler is certainly unique, but this perhaps leaned too hard into the optional theme of "chaos" to the detriment of perceivable feedback. Without clear animations, it is very hard to read the intentions of the other three cats.

Still, a lot of effort was put into this, and that is very admirable. I think the concept could be scaled to a larger project with some fine-tuning and effort.

Unfortunately, I was unable to move the camera (and thus complete the game), or adjust the difficulty according to the instructions, but the game concept was solid for the first screen. I'm not exactly sure about the accessibility of the "drag around a space" mechanic, but it is unique. Obviously there could be more polish with animation and such, but I understand the resources and time involved with that.

I think stealth naturally lends itself to black cats, and like that as a verb.

This is an interesting proof of concept, and I could easily see it making its way into future projects as a mechanic.

An interesting seed for a game. It leaves me with a few questions, should this progress further:

  • Are the wolves deterministic?
  • How do you plan to constrain the light sources in the full game? This either seems like it splits into an action stealth sort of game or a turn-based puzzle.
  • Is the pathfinding going to remain tile-based?

Congratulations to the team on a fairly polished result with some potential.

Rev1 of this is currently missing bookmarks in the PDF. It could also be aligned slightly nicer, but the compact, dense format is a welcome change and useful to people who have used GUM before.

The biggest change from GUM v1 is the apparent removal of the general action/intent/focus oracle; whether one considers this redundant or not will be a matter of taste.

Overall I consider this an improvement.

This was interesting. While perhaps the language could be more polished (I presume the team doesn't consist of native English speakers?), I enjoyed the routes, and always enjoy a bit of interactive fiction. The song was probably unnecessary, and I turned it off, but I know the Game Jam crowd gets angry if you somehow don't include a music loop.

Good job!

The WarioWare-style minigame rush is a solid concept until you run into a minigame you can't beat. In my case, it was the typing one. I am not a bad typist, but I am very, very used to text rather than going over code really fast. When one gets stuck, there is a lack of tolerance to continue on for a reward that doesn't have a narrative justification besides "I did the game".

The presentation was interesting, but not compelling enough to have me bash my head against a wall after multiple failures.

The nature of a self-undermining difficulty curve is a very solid concept, but I felt the execution was a bit clunky. The sudden jolts of deceleration made for an awkward game feel. I believe this has some potential if polished, if an admittedly limited scope of what the game can do with the core premise.

I felt that the game either boiled down to getting slaughtered first or snowballing, and the feedback and sort of clunky controls of the zombies didn't help. I couldn't exactly figure out the creative point here, though this might be a linguistic barrier?

Being thrown in without context was a little stressful. I've seen multiple quest-giving games so far, and a common problem seems to be a lack of game mechanical knowledge to make informed decisions on what to do. It did softlock after the first wave, but that was expected.

I'll admit that I didn't understand the mechanics. Were you supposed to intercept the rocks or guide the king away? It wasn't clear and I don't know what the "ability" did.

He got stuck after I cleared some walls, and stopped pathfinding afterwards, even if I cleared some more walls or put them back?

It felt just slightly too random, perhaps, to be consistent as a puzzle game. A more deterministic character would have made this more enjoyable. It is a solid concept, though.

There's something cathartic about this, but I almost wish there was a more dense area to rampage through, and the game was slightly slower. It has this "popping bubble wrap" game essence. Interesting.

was able to get this to load, but after part of the tutorial, the hero just got... stuck. Good effort, though I am not sure what the rest of the mechanics are.

I think I broke the game, or somehow killed everyone on the first day? It wouldn't let me progress past day 1. I liked the effort at context, though. This could definitely be polished into something interesting.

This is interesting, but I encountered bugs when it forced me into a "level complete" or "game over" state, where the menu would not disappear. There does seem to be a bit of a learning curve, but I found it the game fun, given the scope.

This touches on a personal feeling I get. I like to usually play healers or tanks out of some sense of vague pro-social tendencies, but still feel isolated and somewhat stressed. Anything that expresses that is feels like it definitely accomplished something. Good job.

Yeah, I wasn't certain whether the goal was to make a hard, but non-invincible boss, or to just make the hardest boss possible, but I stumbled around and accidentally made something which does a party wipe and out-regens the party's DPS. I watched until attempt 20 and realized that the grinds do nothing.

This could be interesting, but I would definitely enjoy it with more context. Good job.