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dhavatar

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A member registered Feb 27, 2018 · View creator page →

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This is an extremely polished game for a game jam. It took a little bit to understand what I was supposed to be doing and that I can hold down left click instead of constantly clicking. Outside of a game jam, if you're going to work on this more, there's some feedback that I have for improving this to be even more solid:

- The spin move is probably too strong as it is right now due to the low cooldown. I think increasing the time it takes before you can do it would make it more strategic on when to use it.

- Enemy projectiles are pretty hard to dodge up close. I think the speed of the projectile is fine, but maybe have a slight delay before it fires where it tracks where the player was when it's about to fire. In this way, if you're circle strafing and hitting them, you won't get hit, but if you don't move, you will.

- Speaking of enemies, more enemy types would definitely help.

- The input is a bit inconsistent for the menu. I was pressing Esc to try to back out, but that didn't work. Pressing Enter didn't select the menu choice, but I think it worked somewhere else.

- For balance, the first 2 levels felt about right with just enough tension with how much time you should spend on items vs the time remaining to get out. The problem is after getting enough items and with the enemies spawning, there's no longer any risk of losing time later on. Since this is following the Risk of Rain approach, you can copy what they did with every level you advance also increases the cost for the items. In this way, you can still get a ton of extra time to work with, but items will also begin taking a larger chunk of that time and will still retain some of the tension in the first levels on whether to buy items or leave.

- Definitely include a gallery for found items. I wanted to read the descriptions outside of the hectic gameplay.

Really good job with this!

I was expecting bubble bobble, but got Zuma instead which was a nice surprise. The balls sometimes wouldn't roll back when I cleared stuff from the middle and it looks like only Kaela is playable since clicking play on Kronii didn't do anything. If you do plan on working on this game more, I think you should make the special ball mechanics more readable as the buff stones do work, but the ones with the paper over them is hard to tell what you should be doing. Good job on this game!

I like the recreation of the minecraft for this and the overall design of the skill system. As others have already commented, the movement for this game is very awkward but I think that's due to the size of the map. If the area was more contained, I think the mouse movement would feel a little better, but due to it being so expansive, it takes a lot of mouse clicks just to move from one end of the map to the other. This makes traversing the map a bit of a pain to try to get to people to talk to, especially if you try to double click to run which resets the movement. You have the spirit of Disco Elysium in it, it just needs some adjustments with the map size and the movement.

I did find a softlock in the upper left where Mint is. I think you left a transition tile where it shouldn't be as it'll take you to another map and at that point, you're stuck as you can no longer move.

You got the proof of concept down for the art style and design, but my main feedback which other people also commented on is the level design is what's causing issues with this style of game. The way the level is laid out conflicts with the idea that you need to go fast, so there's no flow. You have a lot of spikes and walls placed in such a way you get punished for going fast, so the player has to go slower, but then the breakable boxes needs the player to be fast, and once they go fast enough to break the walls, they hit spikes.

I see the idea with what you did and would love to play a more fleshed out design. Level design will probably be the hardest thing to do, but once you get a flow going with the gameplay, it would be pretty fun.

I like the concept and the idea you had for this, but I could tell you didn't have enough time to really flesh out and put everything into it. It wasn't clear what I had scheduled and there's a few UI bugs I ran into while going through the game. I think this idea would benefit with how other management sims of this genre do it where you decide daily what to do instead of planning out entire weeks. For example, Umamusume has deadlines for races where you have 11 turns (or days in your case) before some race happens so you need to train up each turn to prepare for it and future events. Your idea is there and can definitely be expanded!

The base game is already a great start to continue this. I really liked the art style for this and the sound effects. The camera though was probably the biggest detriment. The camera collider and code for keeping the player visible really makes it hard to do some platforming since it would clip into the boxes or go straight into Biboo if you're too close to the boxes or the walls. It made it hard to figure out how to get out or where to go. It might make more sense to do a silhouette shader that shows the player behind the obstacles so the camera doesn't jump around as much. There's also some physics issue if trying to jump against the boxes that makes it so you can't jump at your full height. I got stuck between boxes for a bit due to it. If you fix those two issues, you have a very solid speedrun game.

Short and sweet VN, not much to say that everyone else hasn't already said. Great job!

I tested it again and the input thing on transition actually isn't there, but looks more like a side effect of the screen transition still animating and locking the controls. It looks like the transition is done, but I think it's still lerping so it feels like I should be able to move, but can't until a second later. As for the direction keys, it's not an input delay, but rather how you're processing the input. If I hold right, Biboo goes right. While holding right, I press up to move upward and Biboo goes up. I let go of up but still holding right in order to continue going right, Biboo stops. I can't go right unless I let go and press it again. This might have been the reason why I thought the transitions reset the controls because I'm usually still holding a direction and nudging left/right when I enter a new screen, but this cancels the original direction and it feels like the controls stopped.

I like the artwork and the UI design that was put into this game. I do think having to click the exact spot in order to hit the enemies more precise than needed for this type of game. Most of these do a raytrace or projectile to see if you hit anything going in the direction of the cursor. Your gun taking away your time if you used it too much at once adds a nice tension and if you had more elements that forced you make choices between firing the gun to complete some non-critical objective or staying alive, it would add some interesting dynamics to the game, similar to other roguelikes where you can choose a harder battle for better rewards at the risk of dying or choosing an easier route. The horde portions sort of hit on that, but I think you can push that idea further.

Minor nitpicks I had was the UI color choice for the dialogue text lacks enough contrast and is slightly hard to read and the number of hourglasses you have is not really visible in brighter areas as it blends in. I really enjoyed this game.

Everyone else already mentioned my nitpicks, though I'll add I think the ramp up to get going is a tad long for buying the power ups. Good job!

Nice recreation of the NES Zelda game with a Biboo twist. My minor nitpick is the controls are kind of annoying as there's a large delay after attacking and even when changing directions to move, and when you transition to another screen, the input is reset and I have to let go of any direction key I had pressed in order for it to register again. Other than that, makes me want to play a Zelda game again.

Definitely reminds me of the older Gradius and R-type games. I like the aesthetic of the 3d models and the general gameplay feels pretty good. The main thing that's making this game extra difficult is the lack of checkpoints, in games like R-type, you restart from different checkpoints in the level, with the last checkpoint just before the boss. Dying from the boss in this game is a severe punishment because now you have to go through the entire level again, which even if you can go through it easily, still takes time.

I'm not the biggest fan of the one shot death if you get hit during the danger warning on the health bar, but that might be more with how it's presented. With a health bar, I was assuming I could take that many hits before dying, but this system is more like a shield that takes one hit and the next hit to your ship will kill you before the shield recharges. I think if it was presented that way, it would make more intuitive sense. The current system gives more lenience compared to insta-death in the older games, which is nice, but the current UI/presentation conflicts with what I thought was happening.

The other note the special abilities don't seem to do anything for the bosses, which is sad. I think the beam ability was the most useful as the other two didn't feel great to use, but it would be nice if they interacted with the bosses as well. Overall, a good job with making this game!

I like the twist on a temple run game with a bullet hell. Everything looks nice visually and the music and sounds are nice. My feedback is the attack needs a bigger hitbox as the timing is really tight and I had a few deaths trying to figure out when I should actually attack. The hourglasses felt more like a detriment except for the yellow one since the slow down slowed everything, including your jump and attack, and the speed up did the same, so the timing of everything got thrown off. The bullet hell section made sense with the slow down hourglass, but the perspective change was a bit too fast and too close to the characters because you're still moving forward and the hour glasses fly by with barely enough time to react. I would like to play more of this concept with a bit of refinement because an autorunner/bullet hell sounds like a great combo.

Also side note: the math you're using for calculating the milliseconds has an edge case where it'll be 1000 instead of 0-999. You might be using the same formula I found before as I had the same issue in my game as well. You just need to check for this case to stop the timer from jittering every second due to having more digits than the UI is expecting.

Short game, but a decent start. I didn't know how to use the time stop until I read the comments here, so that could use a bit more of a tutorial to explain it. I realized you can click into the text boxes and edit them on accident, so they became a gibberish of letters due to pressing wasd to move around.

Never thought about making a game jam simulator for a game jam. Really fun concept to make your own level that's playable and you can share with everyone as well. It's like our very own Steam Workshop. This does make me wonder if this was improved for the next jam to include custom scripting as well. Then people could potentially create a game jam simulator inside the simulator. :) Great job!

The game is pretty chaotic, but in a good way at times. Sound would've really added to this as audio cues could tell you if there's something close to failing. The detection for what you can interact with is kind of loose as I couldn't target the brats jumping up and down well, which basically made each one one-use only. It also sucks that their repair speed is slow enough that if you don't get them to help repair at a certain point, it'll just fail as you're trying to do other things. Probably would help if the bar doesn't decrease if it's actively being repaired. I did manage to win by constantly spawning the brats and tossing them as needed, but this is a very difficult game to win. The idea is there, just needs a bit of polish in the controls and you'll have some controlled chaos.

Alternate reality was a nice touch for the platforming, though I wish it wasn't tied to a stomp. Same with the elevator doors as it seems like if down was held with a misinput, you could no longer stomp until you release it and press it again, which made it awkward. The other note is wall jumping into a one tile passage was more difficult than I expected. I really liked the alternate world mechanic.

I liked the story telling elements of the game. Along with other comments here, I also hit the bug where the interactions stopped working and had to restart. It wasn't clear at all that that sleeping was the main way to progress, which makes the rest of the map kind of a waste as there's no point in walking around and interacting (which causes the soft lock).

Ah, you're right. For some reason, I added an extra row and column to the map. It's been awhile since I last played it.

I'm getting PTSD when there's mention of item dungeons/worlds from Disgaea. Thankfully, the game is much faster than that. It's definitely overwhelming when you first start, but after clicking around, it's not as bad it looks with all the numbers and text. It's well executed and really brings back the feeling of the old web games.

Never thought I'd be playing candy crush. This is incredibly polished and well themed. I think the character/round number and level name should be more prominent or visible as I didn't notice it until I was searching around trying to figure out how many rounds there were. Maybe it should be in a container and have a color that's has more contrast against the background. The other thing was Ollie's ability blocks the view, so it was hard to tell what the piece underneath was. That's really the only things I noticed besides other things people have commented on already. Well done!

A short but simple shooter platformer and the final boss was fun to play against. I enjoyed it!

If only real work was that fast with some breaks with an automaton coworker. A peaceful and I suppose a cozy work sim game? :)

For the type of game you were trying to copy, you did a good job getting the basics done in the game jam time. The current form is kind of a weird mix between Mega Man Battle Network and One Step From Eden as the pacing is more fast paced like Eden instead of the slower pace of Battle Network, but you have a more restricted 3x3 instead of the 5x5. I think the delay before you can move again is a bit too long, which makes things feel sluggish when this benefits more from a snappier movement. This does suffer from the same issue as Eden had where you have too many abilities and options to keep track of that the strategy just becomes build a deck and spam things on cooldown, which is what I did in this to roll through to the end. Since you said you're planning on working on this more, I'm curious to see where you go with this.

Cute platformer with the grem. As other people have also said, the bats are hard to see due to the lack of contrast with the background. I was getting stuck on the final part because the jump needed requires a near pixel perfect jump in order to get to the next platform. I did manage to complete it, but that jump is hard to do and the fact that you can get knocked off and have to redo that jump. I did freeze once when getting an item, but other than that, good job with the game!

A very solid platformer and I didn't hit any issues when collecting all the clocks. I liked the bit style for the art and the music and can definitely see more content and mechanics being made for this.

I really like the idea of a reverse Jump King with Downwell elements. I think the thing that makes this feel bad when you make a mistake is the delay before you die and the delay before your attack actually connects. Because of this, you're essentially playing through the death animation, but you can still attack and move, so it looks like you made it, then you die. The attack should register immediately to help with this. I do feel like hitting a wall sideways shouldn't kill you, only hitting your head or landing on a block. With adjustments to the hitbox and the attack delay, I think it would be a really fun game to play. Good job!

The puzzles are intuitive enough to solve, but the countless soft locks makes it hard to play through. I soft locked after getting the double jump and jumped into the letters, then had no way of getting down or moving. :( A short and fun puzzle game though.

The art is not bad and the gameplay is simple but effective. When I saw the screenshots, I thought this was an autorunner game, but it's more of an infinite mega man level. I do think if you went the Canabalt route, it would work really well with the gameplay and the art you have already. Besides that, I think the beginning area should be free of enemies because when I opened the game, I immediately lost time before I could figure out what I was supposed to do. Another issue I encountered is the shots from the enemies seemed very inconsistent. Sometimes it fired a slow shot that went in a line, sometimes it went 3x speed and tracked you so there was no way of dodging. I couldn't figure out how it fired. Boss fight was a fun way to break up the constant running.

These incremental digging games are always relaxing to play through as long as the balance is done right. I think the first few upgrades were fine in terms of pacing, maybe could be slightly faster or have more smaller upgrades at a cheaper cost. The exponential scaling you had makes it hard to gauge progress since the numbers jump by 30x after a single upgrade. The last section didn't feel good because you could no longer upgrade your pickaxe strength at that point, so having to hit everything 2-3 times instead of 1-2 from the previous areas (with proper upgrades) slowed down progress a lot. I sped ran to the bottom in about 6 in-game days and I think I saw everything there was. The main things I couldn't tell while playing was how much each item was worth, how much could I store/how much room did I have left, and a better indication of taking damage. Overall, good job with making an incremental game with a sense of progression that didn't feel too slow.

Not a bad spot the difference type game. I think there's some differences that are way too subtle and I wouldn't have spotted them if I didn't cheat. One thing that was missing was some sort of counter that showed how many portals you had left since I didn't know how many warps were left until the end while playing. Kudos to the artists with the pixel art rooms. They had a lot of character for each of the hololive members they represented.

Really nice use of the theme for the time representing your health and the time remaining! It's simple, but addictive to play. I think the boss balance could use some work for the second set because they teleport so much that it's extremely hard to kill them since they will go somewhere random, usually all the way across the map, so there's not enough time to chase them down. Because you're on a timer, it wastes too much time plus the amount of health they have compared to the amount of damage you can do at that point is pretty large. I'm still thinking if it's better to have Kronii always attacking since I'm always holding the right mouse button and at that point, there's no reason to have a button for that. In any case, good job!

I give this full points for innovation as I haven't played a platformer where you can't platform.

Not a bad start of a temple run/subway surfer type game. It does need a goal though as it's currently an endless runner with no change in difficulty.

Cute adventure game. All the mascots interacting was fun, though the takodachi mini game is quite intense compared to the rest of the game.

Didn't expect to see a TFT/Autopets style of game in this jam. I'm not sure if it's because the game is incomplete or there's some bug, but there's only 3 characters available and you have to set have the first one be the tank role or you insta-lose. The amount of money you get is extremely limited so I can only get one character or none each round. Because of this, it's really hard to advance in this game, not to mention the occasional soft lock where the combat doesn't happen, ending the game. This needs a lot of rebalancing and polish to make it more playable, but I would be interested in playing this type of game as an Hololive themed Autopets game sounds pretty fun.

Not too bad as a start to a platformer. I think this is the first time I've played a platformer where running up the stairs sends you flying upward and hitting an edge makes you float up. The jump is way too floaty and the two vertical sections felt more like playing jump king than a normal platformer, which I don't think is great. With some improvements to the physics and camera, this could be a fun platformer to play around with.

A creative idea and kind of mind bending with having to control multiple characters with different input. In a way, it reminds me of the WiiU Nintendoland game where you control two guards with the two sticks separately. I went through it decently quickly and the feedback I would have is there's no need for a 3rd input as unless the plan is local co-op, you don't have enough hands to do everything at once. The character select and action with the hotkeys reminds me a lot of RTS games, which makes me wonder if it would play better that way. The follow command is smart to ease the control confusion, but at the same time, since they have collision and the follow is really copying the player input, it led to a few situations where they blocked each other. I think this idea would be pretty fun as a couch co-op where up to 4 people control a character since you have that setup already.

Nice job with the physics and driving! It has that crazy taxi feel, but instead of bringing people to a destination, you're bringing the destination (ice cream) to them. The NPC cars driving randomly and hitting/blocking your path did get annoying, but the goofiness is part of it. If only the ice cream truck could ram them without bouncing around. There's a lot of things you could add to this game that other people have already suggested and would be cool to see the idea advanced further. A random thing I noticed from while playing is the spear feels like it's supposed to be a UI element, but it's casting a shadow, so the idea of a floating spear constantly above the truck is kind of funny.

Even with the placeholder art, I think the game still works well and conveys what you're supposed to do. The text auto playing with no way to advance it slowed down the game a lot though, and I missed some text because I wasn't paying attention and it went past. Was there a way to check how much time is left? I didn't see any indication and only realized time was running out when I heard the clock ticks. The puzzles were intuitive enough to solve and I managed to finish it after getting used to the UI delays.