headsup, seems like you might have submitted the raw godot files? instead of the .exe or browser webgl, I couldnt get it running
eCyanic
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That was a pretty fun! At first, the thumbnail made me think it was horror, but the moment I started made me realize nah, I think this might have been inspired by Inscryption's vibe
The resource management and dungeon crawling secrets and exploration were pretty fun, and I managed to beat the game, exploring helped a lot!
ahhhhhh bro, I'm not good with horror games, actually never played horror games before, like the first person pov kind at least, but it's pretty fun to get scared! Maybe the fact i don't play horror often is making me enjoy it more, but that's fine! fun is fun
I like the weeping angels mechanic a lot, and having to wrangle them all in your view while walking down a hallway is pretty classic terrifying fun
It's so polished, so satisfying, and the story is so charming. My favorite minigames were the jiggling from the gears, and the crystal polishing, mostly because I like using my mouse to tactilely interact with the game. Also, it may go underappreciated, but the sound design is so satisfying for those puzzles, and I really like the slow down and music distortion when you're running out of time.
it makes a lot of sense why you're in the top 5, you guys are giants right now!
While it's not finished, what IS here has incredible style and game juice, I really like the pretty unique concept of rhythm roguelike vampire survivors like? that's awesome
Headsup though! If you can update your game, I think you'll need to change it to "No Payment" since PWYW might be against jam rules, and I would love to be able to see this game keep its entry!
The NES inspired artstyle is cool even if I'm partial to other kinda artstyles, but like I said to another game, more styles and more expression is always great!
I also kinda liked (but maybe this is my own experience), how I discovered different mechanics as I went, first I realized the bandits gather northward to steal the money, then I realized that bomb timer around the screen was for the vault door to get blown open. I liked that the countdown timer didn't mean instant death. but was rather a change in game state
although, it did cause me to realize the best strategy is to just wait up there and shoot em when they gathered around. Still, it's a fun game, pretty simple, it reminds me of old flash games
While the concept is very interesting, and it's pretty satisfying to get to a close number, I'm not very math minded and it was harder with the timer to get a damaging score
If ever you'd like to expand on this, I think keeping the timer would work, but I think letting the number goal ranges be larger so that being within ><=30 of it or something like that could still count
but still, the art style is sleek and clean, and the sounds had the beginnings of being even more satisfying
I like the physics based platforming, while I think the level is a bit too precision-based for me, I think if the level was wider and allowed more movement freedom, you could have an incredible new expressive-platformer on your hands
Even just the boost, showed me a wavedash (or more like bounce dash), and I would have loved to try all the rocket jumps, wavedashing, and bunny hops in a more permissive level!
Also, I really like the cute art for the wizard, especially how they sound like a volleyball when bouncing around lol
County's got hands bro, I tried to skip his dialogue on the second go, (accidentally) stabbed him and got shot to wave 10 lol
What a fun game, pretty frantic trying to collect as much numbers as you can to survive longer, and the potion effects are fun
the standouts are the old PC graphics and artstyle, I really appreciate different artstyles even if the 80s-00s graphics style isn't my thing, unique artstyles and expressions are always awesome
This has so MUCH style, bro, the enemy designs are awesome and appropriately unsettling for time-stealing creatures, kinda "biblical accurate angel" style, which is (while more used) still underused in general media
the movement is fun, the shooting is fun too, just clicking as fast as I could
was sick
I played the early version, and ohmygosh the final version is so much more full and alive
All the different ways you sync your clock is really really cool! the gameplay is incredibly unique and satisfying to pull off
That blacksmith section was f ed LOL, but it was really funny just seeing a town square full of desynced blacksmiths and thinking "ohhh noooooo"
living in Clockiton seems very fun but very stressful, I wonder if they throw you out if you ever miss the beat lmao
I would really love to see this get featured in the video, like not even B-Roll, straight up featured
Played a bit! The gameplay is immediately very interesting, while self-clones used as platforming tools have been used before, the countdown gives it a kinda new twist
Though, potentially the spikes' killboxes vs the player's hurtbox are a bit too big?
The most interesting thing I found was that the timeclones aspect means the worse a player does, the more easy the level becomes, but to a certain extent, because the more a player dies, the more clones overpopulate the level to the point that they may not be able to pass. That's an interesting reverse-bell-curve of difficulty.
For now though, I think my main advice is potentially give the player an incentive to have as little time clones in play just needed to pass, because right now, I can make like a minecraft ladder out of myselves without much consequence (pictured below). Importantly though, I think an incentive like a score or ranking system rather than a punishment is necessary so a player with less platforming skills isn't punished for being bad, and because the clones-on-fail part is quite important to the game
In any case, really cool stuff here!
Played through it!
(SPOILERS for people that wanna play it)
While at first, the wording stood out, letting myself immerse in the story made me see that the writing and story felt deeply personal. On some level, it felt like both Lucio and Jeremiah were made from the same perspective, like Jeremiah was Lucio's conscience (even if that's not what happened in the story)
I also liked how in the evil path, you had to click for every single axe strike, it made the act of murder much more weighty and impactful
played through your game!
The story is good and grim, which is always cool, it managed to provoke emotions which is also great, had a few minor issues gameplaywise though:
* I wasn't aware it was WASD, and didn't realize I could climb the ladders (but that resolved quickly)
* laddering up to the captain's blanket sheet/bed caused kind of a bug where if I went to the left too early, I got stuck, colliding with the floor and ladder, so I got softlocked there
In any case, something I really like the characterization lead up in the beginning where you're primed to dislike Martha for hitting Sammy, but then Sammy turns out to be not the greatest either, so that was great
Just played it! The artstyle was quite nice, the little bounce you do while walking is fun
Though, the long stretch without clocks is a bit of friction, there's sometimes when I feel I wanna go faster, though it's still WIP, so I assume there will be more stuff in between the stretch
the gameplay itself definitely did what you wanted it to though! It got me to count in my head, which is a very cool and unique mechanic, and I feel like post-Jam there's some unprecedented depth you could do with this mechanic, but I'm just not sure what yet
That was pretty fun, but pretty difficult!
At least the fail state is really really funny, when you see your rocket take off with completely no cabin, and your wings just fly off
I think it could potentially help the game feel if you removed the cooldown when tool switching. I struggled even during the Easy difficulty ships, and switching faster felt like it might be able to help
This is great! The intro is immediately super charming, the game over is really funny and the artstyle is unique and gets you
Small issues:
* I didn't read the tutorial thoroughly and didn't realize you could go to the pizza place to reload your pizzas and start a new wave. Could potentially make it clearer by making the pizza place glowing, since most players might just skim the tutorial for the controls
* holding jump or W when you're below 2 or more platforms causes you to rocket up both platforms. It might be intentional though
* the car seems slippy on purpose, but it does get hard to deliver a pizza when youre bouncing around a customer and this bouncy roof
awesome stuff:
*Like I said, really charming, the art, the music, the gameover screen, the way crows just kinda explode.gif when you dash into them
*This game put me into a weird new flow state while I was playing through, like, when I wasn't bouncing around a customer, I just did some mid air tricks and it felt pretty cool, you guys got good game feel!
I wanna see this featured or even at least B-rolled in the GMTK video. I think you just gotta polish up that part with the pizza place reloading and you're gonna be golden
this is a very cool system. I've always liked the Lancer RPG method of character creation because of how modular it is, and having it in fantasy form is great
One thing that could be nice is that one of those "Example of Play" sections for combat might be useful. I'm having a hard time wrapping my head around the Phases and how acting during them would work


