Spoopy! A fun little horror experience!
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The short version: This game looks great, with emphasis on looks great.
I like the aesthetics a lot. The color scheme is good and I seldom had trouble identifying game-relevant information, such as what I can stand on, what's dangerous, and what I can interact with. Character design is on point as well, with the two aliens/robots that I've encountered showing a good sense of menacing bulk. Animations are great; I love the "thumper" effect of the hammerhead alien, and the motions and types of movement available to the main character are beautifully animated.
In actual play, the main character feels incredibly stiff. Having walking be the default movement makes her feel slow, and every time she jumps, climbs, pulls herself up, or drops down from a platform, it feels like I lose control of the game and just have to wait for a canned animation to finish. Also the jumping--an important part of a platformer game--is unsatisfying, offering no air control and poor control over jump height/distance.
Also, collision detection feels off in bad ways. I've repeatedly died to lasers and mines that it didn't look like I was touching, and in some cases with wall jumping, safely hit and stuck to a wall just below a mine and then hit it and died upon jumping away. In contrast, trying to grab a ledge to pull up seems too picky.
If you can tighten up the collision detection, and rework the movement so that the main character feels as fluid as she looks, this will be a great game!
Yarr, me commercial whale huntin' be visibly damagin' the world--perhaps I should heave to and ponder this . . .
Nay, me paycheck be dependin' on yon whale's blubber! D--n the glitches; harpoons away!
Two big complaints about this, and I'm not sure which is the important one.
First, I need an option to invert the mouse Y axis. There's really no excuse for omitting this.
Second, it needs to be easier to tell which team a character is on when you see them. They need different color shirts, colored outlines, colored health bars, or SOMETHING. I don't know who to shoot until they start shooting me.
The graphics are cute and appropriate and the gameplay and level design are good. However, it's a little grindy (lots of going back and forth through the same few screens to earn money) and the boss fight is a HUGE jump in difficulty. I gave up and didn't bother finishing, although unlike Egg2Oof, my count was only in the low double digits.
Not bad! I had a little trouble working out how to interpret the messages about making the upgrades, and exactly where and how I needed to stand to do the upgrades. Also, I had to unplug my joystick to make it playable with the keyboard.
Those are minor technical glitches, though. The game itself was quite good. The art is well done: the retro style is charming, and all the relevant game elements were easy to interpret. Managing the warmth reserve wasn't difficult, really, but it added an element of challenge that made the game much more interesting, AND it really brought home the threat of the cold.
The game was short and simple, and somewhat lacking in replay value. However, I'm not going to count that against the game for two reasons: first, it was made in only 48 hours, and more importantly, the game has everything it needs to convey its message. "A machine should contain no unnecessary parts for the same reason that a drawing should contain no unnecessary lines," and this game contains no unnecessary elements.
I give this game one thumb up for quality work under time pressure and one thumb up for appropriate minimalism. :)
Short, but very well done! There were a places in the purple world where I had trouble telling what was foreground and what was background, but that's my only criticism. I felt like you struck the perfect balance--at least for me, in this moment--of attainability and challenge. The simple art style was charming, and I appreciated the consistency of having the death elements always be red. I also enjoyed the different movement elements in each "world".
Not bad, not bad at all!
I do have a few complaints, though. First, it's annoying that attacking brings you to a dead stop, even in the air. It's also annoying that you don't resume moving unless you let up on the directional key.
Second, it's confusing that advancing the dialogue requires a key not mentioned anywhere.
Also, I hit the Windows key by accident once, but I guess that's my fault!
Hey, you got the product over the finish line and that's what counts! I had to leave a lot of content out of my game, too, because I'm a noob. What matters is that you got something done--most of the people who entered the jam didn't!
Controlling the car is pretty challenging, but I guess it's supposed to be.
Also, I found a bug: driving south on the highway stage select lets you drive off into a featureless gray void. It's possible to get back to the track from there, but perhaps you should have the highway loop in both directions?
I found a bug! I used the ten feathers to get up on top of the "castle" on the left and then went down the left side using the notches to rest. Then I flew to the right under the bottom of the level, and noticed that my strength wasn't depleting. But, when I tried to fly up the right side of the level, my strength ran out and now Pip is falling into oblivion and I can't finish the game.
I'm making this comment without having read the spoiler text. However, SPOILER ALERT! I will comment on what I found in the game.
I wasn't able to infer much about the society that built the village, but the artifacts that I was able to recover suggested a strong affiliation, with and strong, probably religious regard for, agriculture and plants. To construct such a large statue, the people here must have been moderately wealthy and sophisticated. It's interesting to note that the inscription on the base of the statue identifies the ruler as the *last* of his name. However, it's another clue that fits with the conjecture that other elements suggest. Despite the agricultural theme, the village is currently located in an empty desert of howling wind and blowing sand. Abandoned buckets lie half-buried in the soggy ground of what once may have been bountiful ponds or springs.
The evidence isn't conclusive, but it appears that this village lost its ability to grow crops through a change in the environment, with water drying up and plants dying off. This would likely have been a slow-motion apocalypse, such that a ruler could know that they would be the last of their name, yet still have enough wealth and power to commission a magnificent statue. I can only hope that the refugees were able to find somewhere else to settle.
The villagers, from what little I can tell, seemed to have been a peaceful and prosperous people. Their homes seem to have been well-equipped with furniture and both ceramic and metal vessels. Religion was likely a daily part of their lives, as several houses had altars with offerings of perfume. One altar had bones on it, but there's no way of knowing whether this was an offering/sacrifice or simply the final resting place of a wandering desert creature.
Chairs typically had seven legs, which almost certainly means that the number seven had cultural, probably religious, significance for the villagers. There are pragmatic reasons to build a chair with three legs or four, but not seven. I also found that some chairs in different houses had tooth marks on the legs, suggesting that the people here kept pets in the home, much as we do.
The fact that the ruler was depicted with a trident is especially interesting, since that's a fishing spear. Were these people descended from fishers? Have I grossly underestimated how much water used to be here? I'll never know.