This could be a full release. The puzzles are clever, the sound effects are snappy, and the art is great to look at. I hope you make more of this, because this is stellar and deserves more than a week
G2GGames
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-- SPOILERS FOR ANYONE WHO'S IN THE REVIEWS AND HASN'T PLAYED YET--
Thank you for the extensive feedback! Honestly almost all my comments didn't mention anything about areas of improvement so it's refreshing to see criticism. I think your concerns are very valid and to be honest, this was a lot trickier of a concept to build around than it mightve seemed. I had to go through several iterations of dialogue before I landed on something that made enough sense for me to be happy with.
To clarify, for the final question the clue is in what the officer says before. "We saw you on cameras outside" is a lie since the parking lot cams were out of order, so even if there was a bag (which I didn't get around to drawing Red guy has very big pockets), it would be feasible to play dumb about it. That being said, a lot of the interrogation scene logic breaks when you think beyond the info provided. Like they could easily get statements from the employee, or they could be talking about street cameras. But I tried to keep it in the realm of believability for the scope of the game.
Offi-ser-i-ous :) The red-handed pun was actually entirely unintentional, so I'm glad you pointed that out LOL
(Yes, this cop is designed to be horrendously unethical, so I'm with you there)
It was mostly an alternative interpretation. "Spinning a narrative" is an idiom for basically falsifying events or manipulating things like media. Tbh, I'm not completely happy with how the theme landed in my execution, but I tried to make the most of it. I really wanted to put in a counter for how many times you had to retry for that extra incentive to answer each question carefully, but I didnt have enough time to put that in. I'm glad you liked the humor! That was honestly my favorite part of making this
This movement mechanic is insanely clean! I feel like this game has such a potential for speed runners. A cool design challenge would be to make the whole level completable in one roll, but you have to really lock in to make that happen. Having to hold down space to bounce off walls did feel a little unintuitive, but got better as I got used to it. And of course, the sfx and visual juice really make it very responsive.
One of the few games I played to completion. Incredibly polished and I can easily see this being successful on steam with a full release. Ironically, the only thing I feel like was holding it back was the spin mechanic. The draw of this game is definitely the mystery of figuring out what each animal does and how to sequence their abilities to progress. The spin for the first few times is okay, but eventually it does get repetitive and becomes more of a chore as you become more comfortable with knowing which animal you need next. Even though you can stop the wheel early, its kinda hard to track the symbol until the last second when it slows and then half the time u miss it. I spent a lot of time just ending myself immediately cause I rolled bad. That being said, that's not nearly enough of a hiccup to make me not want more of this amazing project.
This is a great take on the theme! Honestly, the most fun part for me was finding out as many infinite loops as possible, even if it gets me to -1000 spins real quick haha. It was a bit hard to keep track of which dancers would go which way and the tutorial was a lot to ingest in one go. Also, I think a great background to go with this is if the hexes were the base of an open music box. The music was very nice to listen to and I think the different types of dancers were very creative design-wise.
If you have the space for it, I would love if you tried mine! A Heist Worth Remembering by G2GGames
Nice! This is a great submission especially for a first project. The cpr revive makes getting hit feel less punishing but at the same time, its not free either, especially cause it ramps up difficulty. It took me a second to realize that the cpr didnt start immediately, so maybe having a small countdown would provide more clarity. I also think the game would benefit a lot from some sort of incentive to not let objects get past you, so the player feels more pressured to put themselves at risk. It's also really wholesome that you did this with your family. Good job :)
I love this platforming mechanic!! It definitely has a bit of a learning curve and I think thats in part because of the control scheme for me personally. I feel like being able to rebind space to jump and spin to something else would make more sense in my brain. But I love the concept of this and after I got used to it, the gameplay was very captivating. The first time I pulled off the launch with the hammer I had a mini wow moment. I would love to see you develop this mechanic further into a full project.
Also that fail screen is hilarious. hammer guy is such a little goober
Wow this was a stellar idea! The levels are really well made and this puzzle mechanic is super interesting. I think the whole underwater stylistic vibe fits really well too. If I had to suggest an area of improvement, I would say adding some more visual feedback to which block is going to spin in which direction when you drag would make the controls feel much smoother. Sometimes I felt like it wasnt responding to my cursor movements correctly. I really hope you guys make this into a full release because I think it has a lot of potential!
I really admire when someone is faced with a disadvantage and makes the most out of it. For only having 24 hours, you definitely focused on quality over quantity. Honestly, as funny as the dialogue was, the credits are what made me laugh the loudest. If nothing else, I hope you rank high on the seriousness scale.
Nice minigames! I appreciate that they were all simple enough such that you could understand what the objective is in a couple seconds. I wouldve like to see a status report kind of thing at the end game screen for the collection of medals and some of the minigames I think could use some timing/balancing adjustments, but overall its very well done
Really creative mechanic!! I like being able to turn the bullets back on their source or towards other enemies. I think having more clarity with the vortex visual/sfx would make it a lot easier to pilot, cause its def a bit of a learning curve. Overall, I would love to see this developed further. Also, kudos from one heist game to another ;)
Definitely the most beautiful submission Ive seen, I don't even comprehend how y'all pulled this off. I think the Balatro-like gameplay really works in this style and the three strands makes it compelling in its own unique way. I will admit, it took a bit to really understand the rules at first, and I found myself rereading the tips often. But an impressive entry all the same.
I grew up watch beyblade so this was definitely up my alley. The juice you added with the sfx and screen shakes really make this work. I really like the design concept around charging making you slower and more vulnerable so there's a decent amount of decision making in that. I do wish it were a little more noticeable when enemy tops were vulnerable and I somehow got to my highest score just holding down spin the whole time, so idk if that needs balancing or not. Really well done for 7 days!
Very cute! I think the choice of music fits very well with what you're going for and def helps calm the rage of my poor platforming skills. Admittedly, I got lost for much longer than Id like to admit until I realized you could hop the fence. I wish you could apply some horizontal movement on the trampolines, sometimes I got stuck bouncing and them perfectly vertical like a rick and morty lightsaber. Great work!

