Ooh, feels very fleshed out for a demo project. Cool aesthetic and a lot of possible options to mix and match. Definitly keep it up!
GuufGuuf
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Looks good visually. Gameplay, Movement and Fighting is still very rough, which is understandable due to the heavy time constraints. Always sad, when follow developers don't have enough time to finish their game (You really were cutting it close, submitting your game 6 seconds before the deadline!)
(Though in my mind I had an epic battle against the evil dark mage and its awaked golem acolyte)
A Setting to change music volume and faster movement speed would have been nice too.
Definitly a novel idea for a puzzle game. I wonder how your game would have turned out with more time, lots of potential there. If you ever continue working on the project, a small outline around interactables would be nice.
In total I managed to "understand" 6 words of the neighbours language and got stuck on the "[...] + [...] + [...] ="- Addition-task
Life as an intergalactic fisherman sure is hard. Finding time for fishing between feverly steering your boat to avoid collisions, fixing leaks, the constantly broken engine and scaring of pesky birds is quite demanding but fun!
I really enjoyed my employment fishing on the SS Trange. The artstyle is pretty and the visuals of the world are mesmerizing.
There seems to be a bug with the steering though. The steering of the boat seems to also change the position of the water-obstacles. This effect got stronger the further I travelled.
I like the sound design. The visuals are also intriguing but the grayish tint is a little strong and makes everything feel washed out. A little more colour would go a along way.
The Parkour bit was very frustrating. After about half an hour of trying and failing the lava parkour, I decided to give up. I've read that you are planning to nerf the parkour, so I'll check the game out again once you've finished it.
I'd recommend changing the player collision shape from a bean-shape to a cylinder-shape (if it is a bean shape) as I believe that is the reason I often got stuck on cliff edges.
Edit: I played through your game after your last update now. The Lava part took me a good 10 times now and I just barely managed to escape before the lava got to me. Especially the concluding section of parkour with the lava pit and minecarts was a source of many deaths.
While I liked the idea of the next chapter, it was near impossible to differentiate the "evil light" from the dark background. Often I would walk into it, just barely perceiving the sound and instantly dying. Being reset to the very start of this chapter everytime it got me was another source of frustration. In total it took me about an hour to complete your game.
As I said before, I liked the sound design and music, but the gameplay was much too punishing for my taste.
Please do not be afraid to make your next game more forgiving.
The sound design was very pleasing. I also liked the fighting mechanic, although not being able to change the aim direction after pressing attack was a little frustrating at the start.
My Secret Tip: You can Jump while charging attacks. This triples your movement speed! And there's something about Jumping like a madman with a machete at the ready that feels just right.
I stopped playing after reaching a secton, where the same two rooms where endlessly repeating themself. Was there an alternate path, that I missed?
Controlling the Reactor was quite demanding but engaging and after a few tries I succeeded!
However, the Escape-Keybind for exiting the PC clashes with the keybind for exiting browser fullscreen mode.
And the Camera does not turn completely around the player, which is a bit frustrating.
Also you made a hilarious typo (if not intentional)


I also managed to softlock myself in the toilet.