Thank you so much for the feedback! I really appreciate it.
It is a bit worrying that the controls are not very intuitive, because this probably affects the AI's win-rate by a lot in their favor. The AI may seem more intelligence than it actually is because of this.
If I may ask further - do you feel that the issue is solely in the controls or is the inherit mechanic of how the player interacts with the ball hard to control/play with? I hope to revisit the controls some time after the thesis is complete, so the game could be more enjoyable as a "game" and less as just an "experimental thesis project".
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Thank you so much for the feedback! I really appreciate it.
Thanks so much for playing and for the feedback! :) The post jam version will definitely have some sort of toggle for the rebinding mechanic since we've gotten a lot of feedback on that aspect of the game
Thank you for the feedback! In hindsight it would have been such an easy addition to add some sort of toggle to the rebinding mechanic on the title screen and I am really regretting not adding it in now! Oh well, guess it'll have to wait til the post-jam version :p
Thank you so much for the feedback! The game is definitely on the hard side (Mark himself said to make them "yell with frustration" so I guess we just went with that haha). We also didn't want to completely omit the key rebinding since that is what makes this take on spontaneous combustion a bit more unique. In the post jam version we'll definitely add the "no key rebinding" mode in though, I think it would be fun! :)
Thank you so much for the feedback! The idea of initially swapping only some keys and then later unlocking all of them as you gain points is a great idea! Definitely something to consider in the post-jam version :)
What an amazing experience! It was really evocative and a lot of the scenery made me gasp. Some of my favorites were the square-mesh room with the flashing lights, the super cool flash tunnel with a really cool effect backing it up as well as the desert scene with a building high above in the fog - a wonderful way to spend 45 mins during a summer evening! Also, thank you so much for supporting racial justice and equality with your game <3
Such an amazing game! The style, the colors, the music, the SUPER CLEVER gameplay & the absurdly creepy tone shift when you reach the 4th world - love it so much! Also thank you for supporting racial justice and equality <3
Heya! Thanks so much for the feedback!:) Happy you enjoyed your time with our game. Could you please elaborate on the bug where the orb returns to you unintentionally? Do you know how to replicate it or describe how/where it happened?
Thank you! We're happy you enjoyed the game and are really thankful for the feedback:) The background bugs me too, but unfortunately we had a deadline to meet and couldn't revisit it in time!
I think it comes down to contextualizing the theme for the player in a way that 'feels' original.
As an example, the game ranked 9th overall in this jam, "Blade Breaker: Sword Taker", might have gotten such an amazing score because, among other reasons, it took the rather uninspired idea of "only one use" and twisted it into "only one durability". I was actually aiming for "only one durability" with my game as well, however I framed the game around this idea in the wrong way by making the things you pick up more like "items" rather than "weapons". With a blade, you can say that it "broke", but with a potion or a handgun, you'd say it got "used". And it's this small distinction that makes one game 'feel' more original than another!
Or well... that's at least what I've gathered from this jam. There are definitely loads of other reasons why some executions of the same idea might have gotten better ratings than others - whether it be presentation, game feel or something different entirely! I feel the best thing we can do right now is to be proud of the games we made, the experience that we got from making them and the chance to retrospectively look back and think about what we can do differently next time!
Initially I also considered making a 1-button combo game, but I'm glad I didn't since you set the bar so high! Really great execution, the deep mechanics feel great and the gameplay is framed around the core idea in a way that makes the whole experience feel very cohesive - wonderful work, really!
Nice job! I liked how you tutorialized the mechanics through the gameplay (especially the portals). Opening locked doors was also accompanied with punchy sound effects, which was unexpected but a really nice addition! Made the gameplay more satisfying
Really cool! I liked the use of parallax to disorient the player in which button they'll have to press next - if you add more things that trip up the player like that, this might become a game with a very distinct feel and gameplay loop!
I do feel that the one button controls feel a bit undeveloped in the sense that it's barely noticeable that you can only use one action at a time! As an example, if you'd make Lovers in a Dangerous Spacetime a single player game, then that game would fit the theme in the exact same way your game does, however the act of physically moving from one control station to the next would have been far more noticeable of a difference than just 'you can only press one button at a time'. Perhaps you could have made some other, more interesting way of toggling between the different actions of the ship? As a really simple suggestion, maybe if you pressed the button then it would switch through the different actions and if you held the button it would use the currently equipped action? Idunno, just some food for thought. However, regardless of that the ship is super fun to control and the little enemies that latch onto your ship are really fun and creative! I definitely had fun playing your game, so good job!
Other people have already mentioned the same problems that I had with the game, so instead I'll add that the rhythmic simplicity of jumping from one pair of platforms to the next was almost therapeutic!
A wonderful take on the theme! The gameplay feels nice and punchy, the music also drives the action forward
I do feel that an opportunity was missed to make the weapons more distinct, especially the laser! I feel that if it had a longer range and perhaps a little less damage, it would have been fun to line up an entire room of enemies.
On the other hand, the variety of enemies is refreshing!
Good job, the both of you~
Thank you for the feedback!
Enemy spawn rates have been since tweaked in the post-jam version of the game - their spawn rates start out low enough so that you can get your bearing, but hopefully not so long that it becomes boring while you wait for more enemies! Performance has also been improved:) I hope you try out the new version when it comes out!
Thank you for the feedback! I've added a new tool in the post-jam version of the game that has a decent synergy with the bow
I was trying to avoid a health bar so that the UI would be more minimal, bu perhaps I could have made it even more clear that your health is ticking up with like some sounds or a red flash or something!
Thank you so much for the feedback! I have been tweaking the game over the past couple of days, and I did actually make an aiming crosshair for the potions, but turned it off last minute when my licence expired because I wasn't satisfied with it yet:( Sorry about that, but thankfully an .exe is on the way!