Any time I fell and touched the walls at all on my way down, it would continue to respawn me at the bottom of the pit. If it helps I'm AMD windows 10.
Grizzly7
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Game reminds me of early 3d platformers like spyro actually, which is pretty cool. Did you know that if you fall inside the great tree though that you're basically down there forever dying over and over again? Haha I didn't. The controls are tight enough to get anywhere you need to though and the bright cheery colors help sell the whole adventure. The townsfolk are helpful as well. Especially the the one who went crazy once... Haha I got the ref. By the way, the game is more than serviceable on keyboard and mouse, which I used. I did experience a small stutter at the very beginning of the game with frames, but after that, nothing. Just wanted to chime in because I saw someone else commenting on it. Really cool game!
Honestly, really great idea for a game. I still loved fish the most though, because of the swimming animations primarily. I did notice a couple things, that it's harsh that you can't change characters as you're drowning/suffocating and if you restart while falling in a death pit, you only have half a life when you respawn. Oh, also, I'd have loved something that indicates when you're being hit, like a bounce back or maybe a grace period of invincibility. Other than that though, I had a great time! This game has legs for a longer entry for sure. It's very metroidvania in the way that you get other characters/personalities. Games like this challenge your brain to think about what you've just seen and how to work past it with every new skull. Great job!
Tried it again and it's working Perfectly! Man level 6 was brutal! I love the concept though. This game window slowly growing as you succeed is a really cool idea I hadn't seen before. The chicken's movement can be a little imprecise at times, but I think that that is part of this kind of genre. I'm glad I came back to give you the digital high five!
Wasn't too confusing based on your construction page. I got stuck a couple times by the hand that looks like it's tickling me to death. Overall I think the biggest thing this game could have used was a little sound. I apologize if it's there and it's just not working for me, but I can't hear anything. It's really funny finding the id in the first seconds and saying "That's literally me" to what looks like ryan reynolds. Feels like you knew what you were doing with the physics and puzzles though.
Honestly, it's a really fun game. I really like the idea behind it. The funny thing is it feels so friendly in atmosphere, but you're running around with stuff, desperately trying to guess at the scales with the clues it gives you, and the environment with the time limit becomes more "Trying to escape a saw trap before you're taken out." The only thing that bugged me was that you can't stack objects on top of other objects for the scale to detect. The fact that you know you can't makes some of the puzzles a little easy because you know they must be able to directly fit on the scale.
This game got me thinking and there actually aren't that many games that actually have merlin as a main character, and now I wonder why. Solid visuals and a brilliant hitbox range for the sword, especially considering bats are about. It's a little nuts that you guys made this in a month and I'm pretty jealous haha. As soon as the techno tocata en fugue starts playing you know you're in for something. I could see this expanding into something bigger but it's pretty damn good as it is now. Hope you guys didn't kill yourselves too hard to make this.
One must imagine sysyphus happy as he rolls his boulder around trying to get up the building to house music. Haha this game is rough, but I mean, that's kinda the point of the fable right? But this does feel like a solid game, and the art style is definitely unique to the feeling. No matter how far I stick my arms out though I can't seem to catch the damn boulder when it gets going into a failure spiral.
Tried at first with the Keyboard and mouse set up, but this was clearly made for a controller. At first it was difficult for me to understand what was going on but they make it pretty clear as the game goes on. This is a fun way to spend some time and the graphics are beautifully rendered. This is a hell of a game to make in a month.
A little confusing. Not quite sure what I'm supposed to do? The scales at the top left seemed balanced but I wasn't getting any corrective cues when I did something right or wrong. It could do with a short tutorial or some form of explanation. It looks well put together, so I wish I understood a bit more about my objective.
Who would have thought the stakes could be so high when you're moving so slow? Once I understood that I would not be playing a snail but a little guy inside the shell fortress of my snail, I got the hang of it. The music speeding up really ramps up the drama as you approach the end of the garden, and you've really gotta rush from the back to the front to speed up in between ants. There's good legs on this mechanic.
This game is a good example of a simple concept executed great. It's very much like a few fishing mechanics I've played before, but it's satisfying to play. The process of weighing is like unwrapping a present. I wish that the game told me WHAT fish I caught though when I catch them, so I don't constantly have to poke at the inventory when I catch a particularly difficult one. A small trophy system wouldn't go amiss either, like listing the biggest one you've caught, but really well done.
Honestly you have a really great idea here. I wish parts of it were explained better (I.e. where the things I buy go to, that ending the day early means you're literally shutting down the whole day without money). A random generator for little facts about the heroes could be fun too. Develop a little attachment. I also am unclear whether the items for various slots are just ranked by their tier or if they have differences. The magic greatsword and axe have wildly different prices besides being in the same tier, but on the adventurer list, it's just listed by the item's tier. Anyways, it's a good idea. You should definitely expand on it.
So I'm scaled down in a portal like scenario, wondering why I'm here, but before I know it I'm jumping through this guy's hoops like a happy little show dog. I love it haha. It's also rare to see a game voiced, and I'm happy you made the choice to do so. The game did get a little crashy on me around level 5? But it might just be a "Me" issue.
First of all, a game jam game that comes with an installer? Not often seen in a game jam! Second I want to compliment this idea of creating some form of naturalistic music just by playing the game, instead of your adherence to the rhythm causing the music to play correctly, like in a lot of rhythm games. Sometimes with faster movements, the sounds that I felt were supposed to play did not. The game also gets pretty impossible pretty quickly but I enjoyed the time I played in it.
In its current state it feels a little more like a tech you're demoing than strictly a game, but I do love how everything kind of scales up into bigger light shows and problems as you progress. It tickles the little explorer part of your brain where you really just want to see what comes next as you progress. I'd keep developing!
Haha I really love games like this, where you set out to do one thing, and just do that one thing better and better as the game progresses. Sometimes I wish there were a small indicator when something was about to come from one direction or the other because it feels like some of the spears just spawned directly on me. Also, I had to force quit every time I died, but overall a solid experience.
I love playing as a little knight guy while I climb the tower. I was confused about the whole two weapon situation as to why I'd ever use anything but the bow, then I ran out of arrows. Couldn't find anymore for all the gold in the world. To anyone else playing: Beware the murder chickens. The controls were really tight and intuitive, but you've gotta have mercy with those 1x1 openings because unless your jump is absolutely perfect, you can't make that slot.
There's something a lot of even big game designers don't understand when people say they like games for "Immersion", but I think that you've nailed something experientially here. I really do feel like a bottom feeder. I could tell I was supposed to find more of those shells or rocks that I was picking up too. I found one of them next to the "Notorious Flipper Gang"! They were great haha. The movement is solid, and it feels right that you can't look above you, especially to see the nature of the creature that creates the moaning shadow over you. Couldn't figure out how to properly get away from him, but it's a great experience. I wish there were some instruction on how to move or that I had a map. (Didn't figure that one out until my second playthrough)
Elon Musk and Bruce lee going for a boat ride. Honestly brother I couldn't figure out what I was supposed to be doing but it was fun running around the lake and crashing into stuff. I think it had something to do with pushing the little circles around, but I couldn't figure out where to push them. I can say that you have solid controls and a good grasp of humor. I loved the bits at the title screen. Can't wait for the multiplayer online version!
Solid game. Reminds me of the climbing genre of games, like getting over it. I love the little scrungly fella you play as too. I think my favorite addition though was the rain sounds. Something like that that is small has a big effect on how long I played the game because though it's hard (Sends you back to the beginning after spike strip hits) the rain sound is relaxing. The controls are tight and responsive and before and after a lot of jumps I found myself holding my breath. Fun game and impressive entry time!
This is an interesting project. I think I got to about the high 60's before I cut out. I was thinking if you wished to continue to develop this, maybe smaller red squares would be in order, and perhaps a mechanic that slowly speeds up as you go. The feeling of it kinda reminds me of a head on dinosaur runner. And only in 2 weeks! Great job.
You're very much right about the timer. We've been discussing that one non stop, as well as the headbutt and the doors! But you know, hindsight and all that. You get so tunnel visioned sometimes when working in your spaces that you don't stop to consider that something that has been a concept for a very long time... Just may not work. Thank you so much for the review and I'm glad at the fun you did have! I loved voicing it.
One rule seems to exist in a virtual world of Guns, Guard dogs, and Grids: Never. Stop. Running. In this Build of Metaverse: Emotion is a Bug, it doesn't appear that love is allowed or has room to exist in this reality. For this reason our erstwhile protagonist must go on a sprinting spree that would put Usain bolt to shame in its speed and surely many marathon runners to the same for its length of running as quickly. From the beginning you are tasked with escaping the system, (which you must go through about 4 levels, testing your knowledge of the game), and starting a new life without presumably, where you can foster emotion. Largely, to this sprinting end, I found that the ability that did the most damage also had a relatively short cool down and could work almost while running as you hammered it home: the AOE burst marked to the "E" key on the computer. The sound design was very cool, but for a game based on the plight of emotion I would have loved to see more of the protagonist, even if in small glimpses throughout the short journey. Some pictures or dialogue, but truthfully I did have fun strategically dodging bullets as I move constantly through the levels like a bullet train of my own making.