It was going to be a mechanic for when you needed to time entry onto an auto-rotator. But we never got that far!
Pete Thorne
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Lots of recommendations for this game, luckily Chrome was kind enough to load it for me on Mac! yay!
So it obviously took a lot of time to pull all these dialogues and maps together, not to mention the inventory system. This was an ambitious game jam entry.
I lucked out on the ending where she comes home... but that was indeed pure luck. I wasn't 't really able to follow the story and some interactions (like filling up a bucket of water or buying a tuna sandwich) still confuse me as to whether they were meaningful or not!
Nice artwork and the concept is pretty sound. The general idea of placing platforms during the action works well. A couple of minor frustrations: the camera moves up but not down? A few times the wisp "fell off" the screen and didn't always come back. The other was the mousewheel to rotate the platform. Laptop users with trackpad might need an alternative, and the sensitivity was high on my Mac mouse so it was hard to control. You could do a two-step process: place, then rotate. But maybe at speed that doesn't work. In the end I just didn't rotate at all and the game worked fairly well without it.
Overall some nice touches, especially around the aesthetics.
This is not bad! A pretty nice audio track on the main menu - which also has a nice animation. When the game starts it's pretty easy to pick up and play. But I really wish the rocket rotated a little when changing directions. It would just make it feel a bit more responsive and less static.
I notice this is a first game jam entry for GWJ so massive congrats to you for submitting!
Climbing cats is not a bad idea. The graphics and the audio work well to create an atmosphere. Unfortunately I experienced the same frustrations as other commenters here on the controls not working (space was very hit and miss).
There are a bunch of good lessons out there online that show how to implement platformer controls with time "windows" for things like jumping (google "coyote time") and I think it's things like that you need here to make the controls shine
I love pinball games and this was a credible attempt at making one. You've put a good amount of attention to detail into the graphics and level design and different pusher and flipper mechanisms.
I do feel that the game physics were not quite balanced right. The ball was sluggish at times and the behaviour was a little unpredictable. Now, I know that Godot physics in 4.1 is not great so I think the engine takes a lot of the blame here. I have had a good experience with using godot-jolt as a swap in replacement - but I'm not sure if it supports HTML5 games yet.
The ascension theme is loosely linked and you're obviously controlling the environment rather than a character - and no death so that's the wildcards ticked off.
I sadly got beaten by the game (or my terrible skills) and couldn't progress past the grabber area
This is a well polished entry with lots of great pluses. It's a fun idea, the artwork is on point, the humour is very "Monkey Island" with the insult fighting.
The instructions and rules are overwhelming at first and I wonder if it would have been better to just use the "damage" and "defence" instead of proxies like wit.
The like to the theme feels a bit bolted on, but I love how original the hat idea is and how stacking up hats works as a mechanic and as a visual
This is a very beautiful game with lots of polish all round in terms of graphics, UI, and effects.
It was fun for a while, but that started to wear off as there was a lack of challenge within the game itself. I read that you kind of had to challenge yourself, that would would if the game "enforced" it. So maybe at the start of a level/wave you challenge yourself to how fast you could complete it, then the game honours you with rewards if you beat your time or penalises you if you go over?
Like the other commenters, this was surprisingly fun for a game with few game elements. Who knew judging people was such fun!?
If you were tracking the stats behind the scenes it would make for a fascinating social study (stuff like "70% of players sent vegan souls straight to hell")
Obviously based on Papers Please with a bit of a twist... Probably if I have one gripe it was that the audio was a little loud
If you could incorporate some challenge, story element or some other reason to progress this would be rad








