Whooooof. Fascinating take on the concept. At first I thought that I'd played games that did the trail meaning something before, but the simple on-off switch at specific locations REALLY changed things up. I was genuinely surprised how hard of a puzzle you were able to make out of level 9. Got there in the end, but you *really* challenged me there. I think you did a lot well, but I want to especially praise you for pushing what you made (coding wise) to the limit with your level design. Good luck in the jam!
givenflesh
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Very fun. Went through two board expansions before needing to step away, but I liked it a lot. Some way of hand manipulation would be nice, since I ended up desperately wanting like, 8 houses at the end, and had to just keep filling in my blank spaces. But seriously, good stuff, you've got a great sense of style that I'd love to see spin into more games :)
Hey, great job. This is an extremely good entry. I was thinking a lot about how to handle the different issues. I think personally, a little more clarity with how much damage is necessary to stop an enemy, and clarity in how much health you have left would be good (I also could have missed something). I think making it more apparent that you have cards you could purchase for evolution, like.... I almost want to say you should make it pop up automatically every so many turns, because it's easy to get into the swing of things and forget. But seriously, overall? Fantastic premise, huge amount of promise.
I quite liked the little loop you had going. The puzzle design got me all the way to the end without confusion, and the final level was exactly as difficult as it needed to be without feeling too hard or too easy. If I were to recommend something for improvement, I think including a way to make the text fill a bit faster without skipping to the next one instantly would be nice. Great job, overall!
What a fantastic entry. I got the 'bad ending', and not entirely sure what I could have done differently. But the atmosphere, the premise, all of it had me completely hooked. I think you really have something worth making here. I won't pretend to know the best direction to take it, only that I want to play it when you finish it.
Thank you so much for the detailed comment!!
That's a very clever way to push the tables, in a future version we'll definitely need to address that, but I'm honestly glad to hear you played enough to discover that :)
A few people definitely complained about the darkness. What I would have liked if I had time to figure it out would have been to make the player's phone light much brighter, or found a way to turn on a flashlight in a way that would draw enemies, but also give you more visibility.
The falling hole mechanic was one of my favorite things, I was so happy with how it turned out. That idea for a hole falling in a hole... that's honestly genius, since it would only happen with the moving holes. Either that, or I'd 'infect' the other holes. Unfortunately, the game as released, there's just no effect, but I absolutely love the idea.
Unfortunately, not all the NPC dialogue was made true in world. I'd have loved to make the hole move if you threw things in it, or make what she said about not moving true, if I'd had more time to think it through. I mostly just wanted to portray her being scared, but 'stopping' to stop the hole could have been a pretty interesting mechanic.
I hear you for sure on the algorithm. I was hoping to get as much nuance as I could into it, but it's rough on such a tight time budget, especially with how little time I had to make the levels after we finished basic programming. In a full version, I believe I'd still want there to be an "Algorithm", but it would take much longer for it to reveal itself, and I'd have the player pushed into positions of doing things that get its attention. Considering how much I liked the writing in your game, you liking the dialogue really means a lot to me.
Again, thank you so much!
What a good game. Like... seriously. The fact that you did this for a gamejam is incredible. I'm not sure I have any constructive criticism for you, because everything I could say feels nitpicky in a way you're probably already aware of. This may well be my favorite jam entry of the few dozen I've played thus far. Good luck!
The monsters only appearing in your light worked out pretty well, made a good deal of tension. I think my biggest issue was that because the monsters felt just a bit faster than me, I needed more things that could get in their way to properly run. The trees only sometimes worked for me (could always be a skill issue on my part, of course, haha). I felt like I needed to already understand the town's layout to have much of a chance, I had no idea where my last character died. So some sort of map you could pull out would help. The story was captivating, the mixture of people who clearly wanted to justify their hatred vs the people who wanted to use scripture for good, it felt like a nice balanced nuance. Good luck!
Hm. It took me quite a while to understand the ser stat and the spreading mechanic. I'm still not entirely sure I understand. Sometimes when I push 2, I teleport, sometimes I don't. The puzzle itself is very fascinating. I found I could bounce back and forth in my infected territory to build ser back up, but I struggled to manage my HP in a meaningful way, especially since it seemed like a very finite resource. This is an absolutely fascinating entry, I do hope that you continue developing this, with a little more conveyance and some time spent balancing it, I could see this being a really great game on its own
I adore overcooked. As someone who used to cook for a living, I always felt that it captured the spirit of things going crazy in the kitchen. This game is *very* close to getting that, and you should be proud! Some constructive feedback, I'd recommend making a queue of customers that can vary in size, and mess with the balance for operation time. For a single player experience, I think it's important you can 'set and forget' items, which would make the player have to remember and balance their timers. Seriously, good job, and good luck!
Very very solid!!!
Graphically it was extremely charming. The first little swap up of the darkness to light when you go invulnerable was actually really great. For the most part, you do a good job of drawing players towards where they need to be, but a few levels do have branching paths that I don't think help the experience. I absolutely wanted to save the skeleton. I got to about level 8 before I had to put it down, and other than the thinner stairs being a little finicky, I really loved a lot of the choices you made. Keep at it!
This is *very* ambitious for a gamejam! I definitely was amused by some of the dialogue, I think you've got a good sense of humor. The cyclops winking made me snort. The proper nouns are a bit much all at once, it can be a little overwhelming when you're still trying to ground yourself in the story. I had to stop when the game crashed when I tried to get on the boat. The amount of money you get per monster vs the amount of money the inn costs is a little daunting at first. Otherwise, I'm quite charmed.
Hm! I'm a little sad it ended when it did.
A couple notes: At some point my character became completely invisible and I had to restart to get that fixed. Not sure what happened there. the area sub menu never seemed to appear, so I just had to listen to the prompts. Everything being on a hex grid made me quite happy, I love hex grids. It definitely captured my attention, I hope you do more with this and build out mechanics. The dialogue had me intrigued.
I'm not sure how much of the lighting system was stuff that just exists in Unreal, and how much of it you had to build, but that was a really fascinating looking set of lights. The flashlight ended up feeling oppressive sometimes, in a good way, it ratcheted up tension. That first 30 seconds after duplication begins of trying to find what item it even is... When I realized it was pencils, I started jumping at every new pencil. There were a couple items that spawned in areas I couldn't reach, I assume that meant I didn't have to worry about them, cause they had to be duplicates, but still. Did the duplications happen based on how many duplicates there currently were? My actual biggest complaint was just that I didn't know you could open doors til I read the submission info more closely after playing, a prompt in game would have helped there. Very fascinating take, keep at it!
There are a LOT of really interesting ideas here.
The slimes splitting if you hit them with the shotgun, unless they're frozen? Fascinating, caught my interest immediately. The different elements and needing to be careful how you used it was pretty neat, but it seemed like I could only carry two guns at a time, so that worked somewhat against the spur of the moment picking. On the whole, this is a really great entry, I think you should be proud!
I just really love platformers. This was a joy to try to run through. I only found one diamond, but I also just enjoyed outrunning the darkness. Thank you for making this! If you're looking for constructive feedback if you continue this project: I'd recommend working on the wall jump, make it block the direction of the wall for a little longer, and narrow down the amount of alternate paths or slow down the darkness to give more time to explore. I had fun, though! So keep at it!
Very cute. Was a little hard to find the house on first playthrough. I'm not sure guard as an ability is especially useful if you don't have multiple party members or enemies that predictably use big swingy moves, so the computer hacker getting that ability for level 2 felt a bit weird. Good job and keep at it!