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ElSchorscho

31
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5
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4
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A member registered Aug 17, 2020 · View creator page →

Creator of

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I really liked the art, well done! I think a bit of feedback on using an item would have been good - I didnt notice I had used one item until clickspamming revealed I could now just take the item I wanted from the crow.

Also, kudos for adding a savegame :) I wouldn't have expected it on a gamejam game, but I was glad to be able to use it when coming back from a break.

Overall, great work! I did miss MJ's "eeeeh eeeeeh" :D

Thanks! There is a change after the 4th loop, but I suppose that was too late for most folks :) 

I deliberately did notwant to change anything in the room or well while you're still in the loop, because that would have felt like progress. I intentionally wanted to avoida feeling of progress, and emphasize being stuck in a nonsensical task with inadequate tools. That was more important to me than fun (which felt a weird decision to make to be sure).

The visuals and sound are so good! I also like the idea of upgrading the cart, characters, your gun, etc. 

I found it a little too slowly paced, but that's different for everyone so I'm not sure it's even a valid criticism. Overall, extremely well executed on what seems to be a perfectly scoped idea!

aww, thank you!

Thanks! Did you reach the ending?

I actually enjoyed the music during gameplay. It creates a feeling of chaos and frenzy instead of spookyness, which I found totally appropriate.

My main criticism would be balancing. You'repacing player actions by both cooldown AND resources. But I was almost always waiting for the cooldown, which felt frustrating. I'd much rather be blocked by a lack of resources (blaming myself) than by an artificial, forced mechanic (blaming the dev).

I'll also chime in saying that there was too much to read in the beginning. Especially with simple jam games (but also more generally I guess), people want to jump right in and not read lots of text before getting to play. What a lengthy tutorial leads to is that a player needs to invest more (time) before he gets a first return (fun). For casual games, you want to keep the player's investment outlay as small and short as possible.

What a refreshing idea for a control scheme! I had a hard time learning it at first, and I was constantly thinking about the way a rudder would work as opposed to an oar. Might have to try it out in real life some time to completely understand it. Anyway, in the game I felt it counterintuitive (however real-life correct it might be). Is there a way to back up? 

I was extremely impressed by the way you implemented the tutorial as part of the level. So much better than a dismissable UI window.

I also really liked the whole atmosphere, the monochrome world, the sound - it all blended really well together. Well done!

I agree with Zackavelli that the level design would benefit from more things to do, and less open space. Also, the reload mechanic felt more like a chore than an interesting choice or action, it felt like it was getting in the way without being fun itself. Maybe replace it with a simpler mechanic?

Otherwise, 10/10 would paddle in circles again.

Very tense atmosphere, well done!

It took me a while to figure out that what I was doing (polishing, fueling) had any effect. Adding some visual in-world feedback to player action would improve this a lot. I also found some font hard to read.

I didnt quite understand why some ships still crashed even though my light was on. It seemed a little inconsistent, and a bit like my actions didn't matter the way I expected them to.

Anyway, overall very well done. I also really liked the theme/setting of being a lonely lighthouse keeper.

Yeah, it's a Unity project. Marev did the mesh cutting and tried several approaches. Glad he could find a working one in the end, that "made the cut" :)

Thanks for your comment! The onion thing happened to me one day while I was cooking irl, and I thought, this HAD to make it - screw priorities :)

Well you've got yourselves a hardcore fan over here. My 6yo keeps asking to play :) she made it to level 16 all by herself already.

Well done! My 6yo daugther and I had a lot of fun. She liked the jumping most :) 

The look & feel is cute, fitting, and overall pretty consistent considering you used some third party assets (hope that doesnt come across the wrong way - using different sources for assets sometimes results in things looking stitched together, that's not the case here, so well done!). The music fits the atmosphere so well, too! Although it does get a bit repetitive towards the end.

I didnt quite get what the cat is doing inside the cat tree(?), cardboard box and toilet - is it taking a dump? If so, the signalling wasnt entirely clear to me, but I get that it's hard to communicate without being too explicit :)

Overall, really well done!

Thanks! I wanted to use FMOD for this game, turns out it doesn't play too well with WebGL if you don't know what to optimize for. So I guess that's what caused the audio glitches.

Thanks for your kind words! Did you beat it?

I just love the ridiculousness of this idea. A duck with a hat and a gun fights mushroom guys in a dungeon?! Like, what's the lore? :D

This game is so full of silly ideas, well done guys! The art style and CRT shader(?) is also really good, as is the music. Overall, very enjoyable, congrats!

Well that was something! Every single object, UI element, etc. is just so much in your face I can only guess your goal was to intentionally dial the screech to 110% :D 

I agree with tagr that it isn't very transparent what is going on gameplay-wise. It would help to make important stuff stand out and everything else be less obtrusive colorwise. But I suppose that would stand in the way of going all in with your art style.

I too had the feeling I couldnt do any damage to enemies in the second level, so I did and had to kill the game in order to restart it.

That aside, a nice idea - in addition to killing enemies, you have to remember where you went so you won't miss anything when playing as Marty. I liked the art, too. Well done!

Well done! The art style really makes it stand out, a bold decision I can imagine, but it paid off :)

Very nice! It took me a while to understand the "compulsive" mode, but what a great idea. Also I was delighted to see the main menu, intro, and level all be part of the same scene. Very clever!

Yeah, and your profession :)

Thanks, I'd thought you'd like it :)

Ah, gotcha. That explains a lot. I was expecting the sword swinging in the animation to be the only dangerous part.

I lol'ed at the two big guys watching :D 

It appears my game started on level 2. By around the 7th minute, which felt like forever because I was getting hacked to pieces like the one-hit wonder I am, I was through the first door. Lo and behold, a second door! *sigh* alright, onwards boys! The second door proved to be too much though. I was barely making a dent, and me and the boys getting ganged up on by large groups of enemies, and executed without much of a fight. Great, I thought, at least my mortar has shown up to help. But then the enemy archers(!) showed up, as if the fight wasn't hard enough already. That was around minute 14, or halfway through the second door, when I had had enough for now. 

The swordplay to me feels very janky and intransparent - does the enemy even have to face me to kill me? It feels like I die before the enemy's animation even plays. Sometimes, I dont even notice I'm dead and keep hacking almost until I respawn. After 14 minutes, I still have no idea of the effective range of my weapon.

BUT! I love the concept, the graphics are fitting, you implemented a suprising amount of mechanics (mortars! archers! fiery balls from hell smashing through my ranks! massacring innocent villagers!), the levels are interesting and HUGE, and there are two buff dudes watching me die. 10/10 would ram my head again - but please make the sword play more transparent :) 

Very well done level design! You're introducing the player to increasing complexity one step at a time, but even the early levels weren't too easy (for me, I'm a total puzzle dummy). 
I was confused by the intro cutscene(?) at the start and was trying to figure out the controls, partly because it felt very long. The second cutscene I witnessed, just before the cave(?) level was nice.
I like the abstract art style and the fact that the style is rasterized pixel art, but placing control elements is actually continuous. Felt like an unusual, but welcome, degree of freedom. The music fits the aesthetics well, too.

As someone who almost never plays puzzle games, I don't feel competent to make any suggestions for improvement, but I had fun! Good work!

Very cool idea, nicely done! You even pulled a classic "let an ally show a new danger by dying", I chuckled! 

I did manage to rescue the hostage on the second run. I must say I didn't always know what the police officer's way of entry would be, and in more than one stage I was suprised for him to turn up where he did. Maybe a small 2D map of the room in one corner of the screen, showing the direction of approach, would help here.

I'd also think about adding gun shots when you and the baddies shoot. They just suddenly disappear - the sound might help alleviate that.

Cool idea, fun game. I didn't manage to beat Sir Loot-a-lot, but then I am only a peasant am I not? :) At first I thought the hitboxes were buggy, but by the third game I understood that you lose health if the sword lands on your horse (but it still seems to count as collected loot?). 

Well done!

(1 edit)

Thanks! Seems you're not the only one pointing out that the combat system is flawed/too hard. 

Happy to hear you met (and made use of) Knut. I was afraid he was too easy to miss.

Thanks! Regarding combat: you need to be facing the enemy, if that helps? I'm kinda surprisedcombat seems to be so hard. My playtesters found it pretty easy :/


Have you found the singing lugworm yet? It's hidden in the title screen...

Very well done! Creative twist for a well-known principle. Excellent level design, introducing different challenges piece by piece. Really cool!

It's working, thanks! Great work btw!

Hi, I tried exporting one of the example projects as a Windows .exe and wound up with this message log, failing the build:

Exporting the project…
Adding desktop resources…
Preparing build metadata…
Baking icons…
Ready to bake packages. Be patient!
Building for windows…
Error: ENOENT: no such file or directory, rename 'C:\Users\GEORGH~1\AppData\Local\Temp\electron-packager\win32-x64\JettyCat-win32-x64\electron.exe' -> 'C:\Users\GEORGH~1\AppData\Local\Temp\electron-packager\win32-x64\JettyCat-win32-x64\JettyCat.exe'

There's neither an electron.exe nor a JettyCat.exe present in that location. Any idea?