I loved the WIP versions that I had heard over Discord, but these are amazing. Thanks so much for the generous license!
Is Lost Shrine missing from the downloads? I can’t seem to find it.
Sided with the reds against the pregnant nudist aliens and our mutual enemies: the fearsome capitalists. Lenin charged onto the field, apparently brainwashed by the filthy blues, and fell to a bullet to the face. Mao didn’t fare much better, and spent most of his time fumbling with his weapon. Out in the open. My remaining comrade ran around the battleground with a nuclear bomb in his hands, trying to figure out how to detonate it from a safe distance.
Meanwhile, our fickle enemy spread death and destruction wherever they went. Well, sort of. Trump somehow stuck himself to a cactus (it looked like there is a picking animation. Is that intentional?) while Stallone went Rambo on the aliens and cleared most of the field. Oh, and the third guy ran into a wall and spent the rest of the match sprinting in-place. Mercifully, no nuclear bombs went off during this conflict.
Overall, I was entertained even though I had no idea what was going on. Very groovy. I’m very impressed that you put this together over a few days (even the AI?!) and think that some polish would really pull it together.
Does the terrain do anything? Do the trees/wall-things block movement or line of sight? I couldn’t quite tell.
Regarding controls, requiring multiple clicks to move and attack, etc., while everything is happening in real time left me confused. I actually thought it was supposed to be turn-based at first, instead of some sort of RTS hybrid.
I expect this would “feel” much better with some sort of quick tutorial with fewer enemies and an opponent that is a little slower. If it felt like I could really control my units I think it would be quite fun. As it is, I felt like I was dropped into the deep end, trying to figure out how to dunk a nuke into those little green circles.
Thanks for the web-build!
Great, thanks for looking at that. I realized I should have given more info: when I click the embed I get a 404 from itch.io with a message saying “we couldn’t find your page”. I wondered if the link was correct or if there’s something on my end that isn’t connecting properly.
Edit: also saw your youtube channel. I’m looking forward to listening through some of your videos!
Really high calibre stuff! The album feels cohesive, each track is wonderfully distinct, and I’ll be listening to this for quite a while.
I would echo the request for a loopable version, as that would broaden the album’s applicability across game genres. I can see how this already fits into many use cases, however.
Finally, I’m wondering if there are any slight quality improvements that could be made to the exported audio files. I can’t tell if I’m hearing clipping in some places or if there’s some other “fuzziness” that could be rectified.
Thanks for the generous release, I look forward to hearing more of your music.
These are great, really high quality and a number of cozy moods. I’ve enjoyed listening through them and look forward to using them in future projects.
Does Tedious Tasks loop as it should? It seems like there’s a short pause at the very end of the track that doesn’t wrap around quite like the others.
So, I’m new to the community (stumbled across it shortly before the jam). I wouldn’t consider myself a complete beginner, but I’m here for simply because finishing has always, at all stages, been my struggle. I think the challenge addresses this particularly by putting greater emphasis on finishing and moving on than on coming up with a marketable product.
I think the value I see in the challenge is more on the discipline required to keep making something, to keep learning and bettering yourself, to take pride enough in the process that I’m willing to put a bow on it and post it to my page. And I think that’s a very valuable mindset for new (and not so new) devs. A list easing new beginners into dev is probably useful, and it could really shine with a sort of progress tracking system and badges similar to Microsoft’s online training platform.
But I think the list is a little less important than the philosophy behind the thing. I might not be your target audience and I’m not sure if this feedback is useful, but I wanted to let you know why I’m here!
This has the solid core of a JRPGish game. The combat drags out a bit with animations, but it comes together nicely. Some sort of progression and soundeffects would take things a long way, as well.
I found it hard to tell what different classes were good at or what different abilities would do. Definitely had to figure most things out with trial and error.
Well. The “frustrated” sound is cathartic, but Gumdrop will never get passed the “Secret” sign. Jumping on the knot holes is deeply frustrating.
Superb entry: the music fits very well, the graphics are top notch, and the gameplay is, I think, just as frustrating and rewarding as you want it to be. The environment is great with the fireflies, lanterns, and background really lending to the environment.
I’m deeply tempted to keep going until I sort out the secret and ending. Not finishing will haunt me.
1761.5m
Simple, but very enjoyable. The start is great, the music is catchy, and it’s a lot of fun to keep splattering the birds. Also, the page writeup is entertaining.
I was finding it tricky to control Uncle when he was at the sides of the screen. I wasn’t really able to drag the cursor out of the browser window, so it became hard to aim, especially since the window climbs off the screen on my machine. I should have laid on my side, I guess.
I was curious, do you ever end up in outer space? It would be fun to eventually shoot Uncle up into the surface of Mars, like a certain NASA satellite from a few years back.
Fun game, I love cards! It’s trickier than expected, and I ended up with one card remaining a couple of times.
It took me a moment to figure out what was going on, but I’m wondering if it’s a bug or if I didn’t understand the rules.
It’s nice how the rules are included on the game screen at a button press. Card animations, themeing (empires? rebels? soldiers?), and bouncier music would also jazz things up a bit. Either way, this is a great entry and a fun little card game.
Super polished. I was actually most impressed by the menu/UI, it’s very well done. The controls are quite difficult to get a handle on, but the puzzles lean in to them well and the mechanics are introduced at a good pace. This is a very solid entry, great work.
I really don’t like the theme/ending, but I appreciate the warnings. I was thinking at first (from the project title) that this was designed after letters/pen-pals sort of deal. I wanted to go through the entry anyways, given the time and effort that you’ve invested.
Regardless, amazing UI, good design considering input limitations, thoughtful implementation of “extras” (collectables! achievements!), fun gameplay.
I wasn’t expecting a VN for some reason. The genre’s not so much my cup of tea, but I enjoyed what you put together once I realized what it was. The writing is amusing and fits the premise surprisingly well, and there’s forgiveness for making stupid (funny) choices, which makes playing through even better. The art is well done and the liquorice theme is fun!
You might want some kind of note about strong language. I found it to usually detract from the humour, but that might just be me. I’m not sure what the typical audience is for the lospec jam/itch.io crowd.
This turned out really well! There’s lots of content, mechanics are simple and work nicely, graphics look good (especially the combat backgrounds). The tutorial actually helped and the dialogue was fun. There was great tension between available healing and how much damage I would take during combat. The difficulty also ramps up well. Very well done for only a month.
I ran into a bug where I managed to attack myself (as Sam). It caught me offguard, I’m not sure exactly what I did to trigger it.
Larger maps felt slow, primarily due to small movement ranges. That being said, I got through most of the game and I like it enough that I will finish it off later.
This project is phenomenal, easily in a class of its own. It shows that you’ve got a very solid team that is used to collaborating with amazing results. Thanks for sharing, I look forward to seeing where the project goes.
Regarding feedback, my main issue is that I experienced brief but significant lag on the browser version, typically around times where there was a lot on the screen. Perhaps shaders are compiling at runtime? I also found the movement around the combat board felt like it floated ever so slightly, and that maybe speeding up movement would make it feel “crispier”, for lack of a better word.
Anyways, no complaints at all. Amazing stuff.
This is a great proof of concept project. The art and music particularly shine and I think that more polish would turn this into a great project. I want to emphasize that there is a lot of quality with the demo content, it’s just not yet finished.
Regarding feedback, I often found myself confused or expecting things that did not happen. I frequently tried to do things that were not yet implemented or were buggy (For example, I once attacked a character with my archer from two tiles away. The archer never fired, but the enemy swordsman got a free hit on my unit). I was also confused at how the numbers on the GUI (hit-chance, damage, etc.) did not reflect actual combat results.
I love the atmosphere and depth of the game, very well done. I was happy to play through the whole thing, though I didn’t make it further than shattering the “crystal” at each planet. Was there anything more to do?
A handful of things I ran into: finishing one planet didn’t correctly flag it as unlocked. Also, gather the log/disk things didn’t seem to register in the “inventory” or progress screen. Finally, in the secret area at the base, I tried to use a special attack with no special selected, and it froze the game.