Aww. Wonderful? You're wonderful!
Yah'el
Creator of
Recent community posts
This was a strange experience. I think it was because it felt like (besides the obvious audio missing) that there were mechanics missing that should support the core loop. Like why can I lean? Where is everyone in this town? What am I supposed to experiencing? And I suspect it's the product of overscoping? Either way, you still made something and submitted within the time frame which you should still be proud of. I genuinely curious, would you mind elaborating a little on what your initial goals were?
Santa does suck at making toys. Geez! I wasn't sure how I felt about the game until was just about to finish it, and it became clear what this game was and it's kinda genius. The platforming controls were a little too primitive for my liking, but as a whole I enjoyed it. You did a lot with little time and even gave me the satisfaction of gifting an asshole kid a wizard with a face made out of coal.
Good work gang!
At the core of this game is an interesting dea. It was exciting when the gravity flipped and I felt like I was in for more bizarre surprises. The controls feel good, and the sound and art all work well together. When I reached the area where "I wouldn't be able to leave so easy" or whatever, I felt a big spike in difficulty and the unfortunate experience of colliding with the side of spike that appeared to many pixels away from the player sprite. I did not make it past this area, but I can tell there was a lot of thought and effort put it into. Good idea and good entry!
At some point in the last couple of years, I'd come to the conclusion that shmups are lame, repetitive, abundant and I'd rather not play another again if I could help it.....until I play this. What??!! This was fun! Who knew that adding some physics to an enemy ship would totally elevate the experience? You did.
Good design choices, good music, good entry all around. Great job!
What a trip! Not what I expected to be playing, but I'm glad I stuck it out to the end.
At first I thought that there was little farming mechanics involved and felt they were a little dry until I realized the genre was actually different from my first impression.
Positive:
- The story dialog works
- Bonus points for sound on everything
- I was actually engaged at the first sighting
Sore spots:
- Moment to moment gameplay was a bit dry (slow walking)
- The dialog boxes feel like they take 10 seconds to show and disappear each, which feels like eternity
And you did this alone! Great work!Wow there was clearly a lot of thought put into this. Great work for completing this in 10 days!
I liked the classic rpg/adventure game elements and was pleasantly surprised to find a store that I spend my seeds on. I did have some things that were just hard to enjoy:
- Too many random encounters. I used the (probably only for testing) magic Destroy All to wipe everyone out at a certain point because there was a fight ever 3 seconds.
- The characters/creatures that appear and attack you without giving you any way to defend or attack back were reminiscent of the old game 720, where the "Skate or Die" bees would wipe you out instead of letting you just learn the game.
I never made it to the end, but I appreciate all of the work and thought put into the story and systems. I hope you're proud of what you accomplished and happy holidays!
Great work!
I was really impressed by the scale of the plot immediately, and hearing a lush soundtrack along with the visuals helped immerse me into the game. I did find the bullet ricochet mechanic to not really support the gameplay though. It was cool to see, but I was wasting the enemies extremely easily and found no use in the level design for it. It also wasn't clear if I was even hitting them from around a corner. The reload time was a tad slow as well, and I don't know if I completed the game or not, but I never found another way to go after the "Bullets bounce of walls" text or whatever. Anyway, I could tell a lot of effort was put into it and you all should be proud of what you've made.
Glad to hear it! Thank you for that feedback and yeah, the responses were supposed to be third person and the rest first person, but if not formatted correctly, the dialogue will merge the response with the next line of story...an unfortunate side effect of rushing to completion. Thank you for playing!
I really like what this game was going for. The dialog and art are well done.
I did struggle to finish though as certain elements became hurdles that I decided not to struggle with anymore:
- I like the idea of typing in questions as it feels more human, however; this introduces problems that compound over the following bullets.
- The amount of acceptable keywords to remember throughout the game is 9. The human brain can only keep about 4 things in short-term memory at once. I took a screenshot of the words with my phone to help me, but that was just a band-aid over the remembering keywords for the input field issue. This could be solved by having all of the keywords displayed in a legend somewhere on the screen or simply ditch the input fields and give choice options that implement those keywords instead.
- I realized that every time I asked a question and dialogue ended, that I couldn't simply interact with them again to input another keyword, I had to change my position slightly.... and I mean just ever so slightly. Which is odd because its feels like the condition for whether you are able to converse with an NPC is somehow tied to whether your distance has changed instead whether you are overlapping or colliding with them?
That being said, please don't feel discouraged by this feedback. I think the idea was one worth exploring and given the nature of jams having limited time, there is only so much you can do after building a game around a system and I can tell there was a good amount of effort put into it. Good work!
As a whole its really well done! Since depression is a dark conversation typically, at first I found the bouncy animations slightly distracting/conflicting, but as I progressed further I my opinion flipped and I think actually they help the serious subject matter feel easier to consume.
I had the same issues as others the first few tries, but finally got things to continue.
Great entry!
Interesting idea. I love that it reads like a poem as it certainly gives the game this feeling that something big is going to happen and the music adds to that too (when it's playing lol), however; I do wish there was more story throughout. I stopped to talk to others sometimes and was a little bummed that NPCs couldn't be interacted with to share some world building or hinting dialogue.
I think I'm a pretty seasoned platforming game player and I found it to feel a bit clunky at times. At this point, I just expect platforming games to include "coyote time" in the jump logic, and because of that, and the fact that you can't dash under jumping objects, I found myself starting over and over seeing the same line of poetry which began to feel repetitive.
All this said though, you completed a game in time for submission and it appears you did it alone? Which is a lot to do and commendable. Good work!
I loved it! The story is fun, charming and just generally well written, I especially love your cell mate's dialogue, I might come back once in awhile in the future to check in on him.
I really dig the art and sounds, it has Maniac Mansion on NES vibes. I'm all about it!
As others have noted, the inventory UI toggle is broken currently and unfortunately , I got stuck trying to figure out the wine dilemma and did not finish, but really want to!
Overall really great work everyone! The production value is high with this one.
Thank you for the constructive feedback! I realized a couple of days before the submission deadline that there would not be enough to time to do the whole story with location art, and decided to kill the few that were there to make it a more consistent experience, but mentioning audio helped fill the gap is good to hear. Certainly after the jam I plan to have location art in, and I know Christiano wishes he had more time to finesse the story a bit more. Thank you so much for playing it!
I've gotten the presets to work once, but nearly every time I use a preset I have to abort or ignore. Sorry if I posted in the wrong section.
___________________________________________
############################################################################################
ERROR in
action number 1
of Other Event: User Defined 0
for object uiFormController:
File is not opened for reading.
at gml_Script_system_import_preset
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_system_import_preset (line -1)
gml_Object_uiFormController_Other_10
called from - gml_Object_obj_fl_tab_Other_13 (line -1) - <unknown source line>
called from - gml_Object_obj_fl_tab_Other_14 (line -1) - <unknown source line>
called from - gml_Object_obj_fl_controller_Step_1 (line -1) - <unknown source line>