The transitions are well done, pretty cinematic. Evil god scene looks nice. Can't say I liked style of mushroom world though. Dialogs are kinda alright, would be good as a side dish but they don't tell any story, just random pieces. Also would be nice to give player option to click to display next line instead of timer and also it would help in cases when you clicked again hoping to hear more but get same lines. Well and more gameplay mechanics would be nice too. Some games can get away with being just walking simulator but then you need more diversity other aspects.
DancingImp
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It's alright. First you explore and gamble, then you just gamble. I would suggest get rid of stamina bar - it annoying on platformer level and just kills you once on the final. Room with many doors looks fun first but then when you need to check all of them and they are the same it isn't that great. Would be nice to have something more exiting in the end since it took quit a few attempts to achieve it but I understand that time is limited.
Very pleasant visuals, simple and understandable gameplay. Sometimes I was confused why it doesn't shoot when I'm falling but maybe I just couldn't hit anything. I thing sound of shooting and missing would help. Hate this eye, especially when it blocks the only target I can hook on, and hoped we could pop it in the end
Well done. Art, despite being basic, serve it's purpose. Gameplay is working, each level is unique and simple in it's core. I misunderstood controls first and expected it to hold shift to absorb and then press to release, not sure why. And first levels can be completed without holding it inside at all. Also not enough time for mee to read text. But for the first jam it is pretty solid anyway.
Also maybe you shouldn't focus on doing everything from scratch. After all you using whole engine anyway. Making a good game is more important. And if some assets for background or simple logic was borrowed (legally of course) and saved you time for better game design or story why not use then? It is bed only if main "selling point" of your game is borrowed. IMHO of course.
simple and beautiful, liked twist in the end. Not sure why I can carry only one item though. And it would be nice if 3 bricks was a bit different I guess (I thought there should be 2 - one small and one big. And when I installed 2nd and it was still incomplete I suspected I put them in wrong order and now it's over). Also found mushroom stashes by clicking everywhere. Highly enjoyable anyway
Implementation is really good, like complete game level of polish. Story itself is engaging but it kind of tells you to stop playing it to not attract hunger. Also sometimes it is hard to guess the right words. Especially when it tells you to ask about something and then you asked it and it replies with "i don't know".
Feels nice, intuitive ui, appreciate voicing in the tutorial. Building crafting feels good for now, but probably would be a problem in the long run. Accidentally built a wall several times. I would like to try endless mode to actually test all those guns.
Overall interesting and well implemented concept but probably require some additional game design solution to scale up well.
It feels nice, the environment looks cozy, and the main character looks cute, cute little footsteps. I like music. Gamapley as an idea is okay, but sometimes it is hard to understand what to do. Controls are not very intuitive. More lore\context wouldn’t hurt since it is based on folklore elements. But overall I enjoyed it, well done!







