That makes a whole lotta sense haha
Cool project!
Darzington
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Ok I played a fair bit more, but then my computer died so I lost my save file :(
Anyway here's a bunch of feedback, in no particular order:
- In the main menu I feel like the continue button should be the first option if you have a save (as opposed to the new game button being first)
- I kind of feel like in a fight the player's team should be on the left and the enemies on the right?
- Momo's first heart burn "bonus" (when you miss the attack) feels kind of bad stripping the siblings' armor
- I think diagonal movement may be faster than just horizontal or vertical movement in the overworld
- On that note, generally things can feel a bit slow in the game, like the attacks, the blocking animation, the timer during spin attack (these especially could just cut to the end as soon as the player has failed or succeeded it), the sliding menus, mashing coins into lucky time. Also especially any repeated cutscenes, like the start of the day or the car windows shattering, I'd expect those to be skippable by pressing a button
- I may be wrong here but it feels like the ghosts respawn every night, which makes it kind of tough to clear your way into an area. Perhaps they could have a respond delay of a couple of nights
- For Rina's power attack, I found it's most effective to just set her up going a bit diagonally and then go AFK for the twenty seconds. I usually get about 85% cleaned this way, which is higher than when I actually try moving her around purposefully. Maybe there should be some randomness to her movement to prevent this AFK strategy?
- It would be a real quality of life improvement to be able to interact with everything directly instead of having to highlight it first with S. For example, the ladder works this way, so it feels like that's how talking to people should work as well.
- It'd also be nice if the scythe would just stay equipped like all the time since the player needs to collect so many herbs
- It could be fun to change up which buttons need to be mashed for HYPE
- I find I often forget which direction corresponds to which character's dodge, it'd be nice to have that indicated near where they're standing at all times
- I've gotten pretty good at timing pressing space to dodge the ghost grabs in the overworld, but I really have no clue what it does!
- This is minor but in a fight, the black bars that turn up during HYPE and Ayumu's attack hide the enemy health which made me nervous sometimes, like while I'm button mashing I'm planning out my strategy for that turn but can't do it very well without knowing the enemy's health
- I think the last stability star never lights up?
- It would be cool to have a move practice zone, like a safe place to try out a new move when you get it, or to try to practice the timing on specific moves (like I'm not totally sure what the timing is for Ayumu's bonus damage so ideally the practice zone would point that kind of thing out)
Alright that's it! I found this really fun to play (until I lost my save), I'm looking forward to future updates :D
Alright, this game is cool! I made it through the first night. Here are my initial thoughts:
- I like the character selection screen, it was easy to tell who I was choosing and they're both cute
- The introduction to the fight stats was thorough and not too lengthy
- The bubbles attack feels a bit weak compared to epic bro scythe spin stopping time kachow
- Some tutorial bits are easy to get stuck in, e.g. when learning the spin attack I didn't get the explanation the first time and the game lets you try repeatedly but doesn't explain how it works again. And in the character menu Mac says to "go to the right" but then pressing right doesn't take you to the path page (it took me a while to spot the "S" prompt in the corner)
- Fun writing, and a cool setting
- The end of the night/dream stats and reminders of what you did is lovely
- The stability stars on that screen could fill up a fair bit faster since it felt a bit long (or maybe they start off slow so the player doesn't miss what's going on, and then it gradually speeds up only to slow down again towards the end)
- The sibling bonding event by the fire is nice and gives you a good hint that there will be more characters and more fun cutscenes like it
Anyway, really great work so far!
Yup, as I explained in my video which goes with the SycnVR submission, I intentionally participated in 2 overlapping jams so I could get feedback in the one which ended first (the VR Super Jam) to improve the project for the second, and generally test it for feasibility/playability. The game was designed with both jams' themes in mind, and each submission respected the time contstraints of each jam. It was actually a lot of fun to try and fit the doubled constraints!
Ah thanks so much for trying it out and giving such detailed feedback! I agree with pretty much all your points, I'm very new to VR (this being my first game) which is why the movement and in-world text aren't ideal, I just wasn't sure how to properly handle those aspects. I find snap turning and teleportation super disorienting, but I suppose disorientation is better than nausea haha! As I keep working on this project, I think I'll let players pick the movement style they prefer. Thanks again, I'm really glad you enjoyed the game :D
Hi! I'll be playing Sand tomorrow on stream along with a few other games from the OctoJam at 3:30pm ET. I'll be talking about any interesting design decisions as I play, and suggesting improvements if any come to mind. Please feel free to join me live if you can, it'll be extra fun to chat together about your game while playing it :)
Hi! I'll be playing Akahad tomorrow on stream along with a few other games from the OctoJam at 3:30pm ET. I'll be talking about any interesting design decisions as I play, and suggesting improvements if any come to mind. Please feel free to join me live if you can, it'll be extra fun to chat together about your game while playing it :)
Hi! I'll be playing Skellespresso tomorrow on stream along with a few other games from the OctoJam at 3:30pm ET. I'll be talking about any interesting design decisions as I play, and suggesting improvements if any come to mind. Please feel free to join me live if you can, it'll be extra fun to chat together about your game while playing it :)