That is genuinely insane :D None of us have got even close to that, we're on 3km
Thanks so much for your comment, it's great knowing you had a great time with it!
Nice! I got 42600 as the reverend. I really liked the house, it looks fantastic.
I was a little unsure of what to do at first, even now I'm only 90% sure it's a survivor game. I think having small objectives around the house could give the player a lot more interesting choices to make, and dissuade nerdy players (me!) from sticking to a single strat/route.
Great job on the ghosts, really enjoyed defeating them :)
Nice twist on platformers! I also like the simple but strong art style.
There was a lot times when I wanted the game to go a bit faster. The character controlled well but the gaps between gameplay were very long, like the camera panning back to the start, waiting for the block to come down the tube, and even at the end of a level there's a small delay before the "next level" button is shown.
I really liked the last level, I saw the new block and put the first one in the crevice to see what happened... only to recognise it the second time I had it. I thought "what if it's like that other game" and sure enough it was :D and then there was a puzzle using it immediately. It was a really strong way of ending the game.
This is so cute, great art style! I recognised the Kenney stuff (I am a man of culture too) but your characters fit right in. Solid cartoony sounds, it's very cohesive.
I ran into issues with the replays, even when I hadn't touched them then they would do something different to what I had recorded. I think being able to interact and interfere with your clones adds a bit of depth, and I don't want to ruin that. Maybe you could use keyframe recordings until you detect a clone has touched the player or another clone that's been knocked off course?
The Yoglabs theme was so well incorporated, really funny and well written :D
That's a good satisfying loop! Well implemented and a different take on the theme :D
I think adding a touch of game feel would make this game come alive. A little screen shake and audible "clank" when you hit stuff, animating the enemies spawning in, and ensuring enemies don't spawn on top of you would make this good game great.
Very addicting! I got everything except lower damage. You really had to grind away at those shield towers!
They touched!
What a great game around a great in-joke. You captured all the characters so well in a slick art style, they were instantly recognisable.
Dunno if you play with different rules to me or if there was a bug, but if Zylus had to draw 4 the next player sometimes picked up one card after their turn. I wondered if the game checked for Zylus if he doesn't have a card that fits and queues up a "draw one" but then actually runs it after Sarah's turn?
Nice twist on classic Uno, really well done and I loved all the references
Awesome game! It's amazing what you got out in just a week. The roguelike elements were great, and you had a good variety of relics and enemies.
It suffers from the whims of the dice a little here and there. Most punishing is not having enough pips to enthral someone who'd supercharge your build. Maybe for those critical moments you can spend a resource to add some "emergency" pips or something, so you still have the dice rolling but it's not run-ending if they're all critical fails.
Really impressive art and animation, again it's crazy you did all that in such a short amount of time. Great work!
Hahaha I loved the humour in this, it's almost the 2000s flash era again with the nonsensical story twists.
It's really solid and well scoped. I ran into a bug where I couldn't jump while going up ramps, but when that little quirk is the worst thing about the game you know you've done a good job ;)
I thought the pacing was excellent, both in-level and in how fast you introduce features. It took me a couple of tries on the first two levels and then I was hooked enough to play the last level maybe 10 times before completing it. And the first level's pacing in particular, the falls happened just as he was about to catch me.
Satisfying shooting! I liked the character art, especially that they looked in different directions.
I realised I could shoot infinitely by holding LMB and RMB, and there was only negligible knockback. I wonder if you could do something interesting here to make not shooting a reasonable choice? For example Luftrausers heals you if you don't shoot.
The enemy health was just right for the mobs, they weren't a push over but you still got to feel good because you survived even after a lot of them chased you.
Loved the concept! I played it through a few times but never could win :P
I died to scurvy a lot, it didn't feel like I could have saved myself. After a couple of games, I started popping the barrels as fast as I could from half scurvy onwards and still didn't get any lemons :( maybe having a lemon barrel that's further from the action but was guaranteed to have lemons would make it less randomly punishing, and still keeps your fun random barrels?
Your use of the theme was hilarious! I liked the very Sea of Thieves cannon launch haha
I found the puzzles interesting and the right balance of thinking vs execution. I also really liked the pacing, having the very easy collectables to show you're doing the right thing and then the later ones being visible but locked behind the challenge.
The audio was awful though! I had to mute the game and check other comments to make sure it was the game and not my computer. I saw you said you're going for removing glitches, maybe that could have be heard as removing a noise layer instead of adding one? Either way, I'd advise going for a more conventional soundscape in the future, with good player actions rewarding them with good sounds.
Despite that, I had fun and enjoyed the puzzles. Best of luck!
Excellent game! I had so much fun with it. The cannon ball speeds and arcs were just right to get that arcade-y feel. I loved the enemies crashing into each other too, that was hilarious.
I'd love a bit more camera freedom when locked in to the helm and repair stuff, but I appreciate that that's a tradeoff I need to make as a player. Maybe a minigame suits the repairing? Even something as simple as "look at the mast" but allow complete camera control. That way, the player still has control of the camera but they are still forced to look down if they want to actually get more HP, keeping that awareness trade you've got in the current game.
Really cool idea and excellent gameplay while you're in flight. The technical achievement on the trajectory predictions is fantastic. It's very difficult to get going but I appreciate how deep the gameplay is, as I saw in one of you comments about rewarding live scaling of the asteroids. I think I'd enjoy it more if the skill floor was lower so I could be on my way delivering goods (e.g. one planet that was much closer and doesn't have any obstacles to it) and then be encouraged to use trajectories to score higher. But it's really cool non-the-less! Really enjoyed it.
Really enjoyed it! I got to 30/50 on my second run but a couple of bugs prevented me from completing it. I think the gorgon might have permanently disabled hit foes? And After I punished her off the battlefield other cards stopped working and clicking "fight" no longer triggered anything. Still, I had a good time and got some scary moments where it was teetering on the edge with a 6 imbalance and two almost dead guys that the red team fortunately didn't choose to attack and I was able to swing it back.
An interesting idea, and it looks very nice too! I'd be really interested seeing it used for a puzzle where it's easier or uniquely possible through natural language. Maybe you meet an adversary and you have to say something publicly to encourage your ally to do something without also letting the enemy know what your ally's about to do?
Great job, and I'm interested to see the next step of this :)
This is a really novel idea! The presentation is great, it reminds me a lot of the Doctor Who episodes with Van Gogh. I liked how he spoke in the first person about a lot of it (but sometimes slipped into third :P ). There were a few weird inflections, I noticed a lot around commas in particular, not sure if you could fix this without ConvAI's help though?
Really impressive work!
The game shows promise - I'd recommend working on the immediate player feedback first. In particular I'd remove the jitter from the player character at high framerates by changing the rigidbody's interpolation from "None" to "Interpolated" and adding a particle effect when one of the player's punches connect.
Good job, keep going for it :)
Thanks for giving it a go. It's always recording - when you quit either through esc or alt-f4 it will save it. I'll add that to the controls in the description.
The 20 laps is a suggestion - you can train the planes to do whatever you want (within reason). e.g. in the simplest case you can show them that they should always hold the thruster down and not do anything else. Unfortunately I broke the training with my last upload and am trying to get a new build out that will work.
Great concept and a very clear minimalist art style. Despite the clear mapping of controls to the coloured blocks I struggled in the later levels as everything felt counterintuitive. Even though I wasn't good at executing the solutions I really enjoyed getting a little bit further and finding out the bot's next action, then planning my solution to it. Nice job!
Very nice job! It was a really interesting twist on a maze, and the controls were satisfying. I struggled a bit and couldn't complete level 5, but I thoroughly enjoyed the levels I finished. I enjoyed in particular how the constraints like the L shaped arena gave you hints of your next sub-goal too. Well put together!
Thanks! Ben and Jeremy actually implemented that and made a couple of levels based on it. I didn't have time to create the art for those levels and we didn't have time to add any feedback telling the player why the spy had stopped so we had to drop it. But yes! We would have loved to explore that mechanic.