Wow, this is a great game for it being your first one! I can see all the care that went into it. I tried it on Windows/Chrome and Mac/Safari and the full artwork was there for the first level -- I like the forest artwork as well! One other thought that I forgot to add last time: you might look into implementing "coyote time," which many players expect for platformers, especially if there are precise jumps (I remember a few of those in this game). Nice job!
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Fun game! It works very smoothly and I wanted to keep playing to get farther (looks like I max out a bit after two full plays of the song). The visuals are very faithful to the inspiration, and you did a great job imagining and bringing to life gameplay around the original images -- the character-switching and heart-rebuilding mechanisms were clever and well done. You also balanced the difficulty well, the UI is great, and night mode was a nice touch. My only bit of feedback is that after firing a heart, the player "sticks" and can't move vertically until the heart animation is complete (perhaps because the player and heart-shot are one animation, or maybe parent-child?). My instinct was that the player should be able to move once the shot is fired, fwiw, but maybe this was meant as a downside to using the heart. Nice work!
Nice job on this -- I played this to the ghost boss. I liked the mix of palettes in different levels here, and among your creations I liked the black walking enemies especially. The level transitions and music are great, and the opening image gave me 1930s animation vibes. The difficulty ramped up in a nice way, too, though it was tough love to have to replay all three levels to get a few lives against the difficult boss. Classic games were sometimes like that, though! I also liked how you created a story around your gameplay without it being too intrusive. The several UI elements work well, too.
Some hopefully helpful feedback: (1). I would try to make your pixel sizes uniform. It looks like perhaps you resized some of your sprites and other art such that the pixels are a variety of different sizes on a single screen. Some players find that this creates a hodge-podgy look, even where the art is otherwise great. (2). My whole first level was just blackness with trees and characters (image below); it looks from your dev log that this was meant to be a forest scene. Similarly, at the end of level three, the whole screen becomes black at the end and I just had to jump and attack to get to the end (image below). I'm on Firefox on a Mac. (3) When the player lands, she appears to go through the ground and then reappear back up on the ground. Perhaps your collision detection parameters need to be adjusted?
What a beautiful game!! I loved this artwork -- it was a joy to walk through these worlds, even while a sadness lingered over it. The sheer volume and variety of incredibly detailed and carefully crafted scenes -- I can't imagine how much time and work went into creating this, and I'm so glad I asked about an html version to play. You created beauty in both the everyday and the surreal/abstract, in natural scenes as well as building interiors, I was so impressed with all of it. The depiction of light in various ways was especially well done, and the music was fitting and excellent as well. Great work!
Fun game! I played this one for a while, and your design definitely made it addictive. I liked that the game has more to it than it initially appears -- you did a great job creating a mood. I made it down a bit over 1000 feet, and I never knew whether there might be more scenes of storyline below, though I do see the word "infinitely" in your description. Some feedback I hope is helpful: on the big falls, it often felt like there was no way to avoid taking damage if you got an unlucky configuration. Once I maxed my stats, my ability to progress really came down to those falls. Perhaps slowing the fall or leading the camera downward on the big falls would allow for more dodging? Or an expensive parachute in the store? Nice job on this game!
Charming game, I really liked the artwork and animations! You have a great skill at getting a lot of character out of a limited number of pixels, which makes for great art. You also got so much out of the GameBoy palette. I enjoyed the game, the ending, and loved the "cast" page at the end. Nice!
Hello! I played your game to the finish, nice work on your first game! I liked your main character and its idle animation, and I liked how you used a limited, harmonious palette. I also thought the platform-enemies, with the upward- or downward-facing spikes, was a creative twist on the idea of a platform - nice! The platforming also played relatively smoothly, with no bugginess, soft-locks, etc. The dialog menus were also nicely presented and smooth.
Some feedback that I hope is helpful:
(1). It felt to me like there was quite a bit of blind jumping here, meaning that I had to jump without knowing where my landing spot or enemies overhead would be. Players usually get frustrated by blind jumps, as it feels "unfair" -- if I jump and immediately die from touching an enemy overhead that I couldn't see, it feels like more a matter of luck than platforming skill. I think much of that results from the fact that your player-character is quite large relative to the size of your screen. If you think of games like Celeste, Hollow Knight, or NES Metroid, you could probably stack 10-12 of the characters on top of eachother on a single screen, which means you have lots of room to climb, fall, attack enemies and make big jumps that can all be seen on-screen.
(2). I would introduce the basic controls -- how to select from your start screen, as well as movement and jump -- on your game page, or on the start screen. You might also consider keys that fit naturally with the hand. For players who like WASD movement, using Z and B is difficult; for people who like arrow movement (like me), the Z and B feel unusually spaced apart, and require me to do all jumping with my pinky finger. (I'm assuming a QWERTY keyboard).
(3). Consider a "fail" animation when you hit an enemy, before restarting the player. Being instantaneously transported to the last checkpoint when you hit an enemy is a little jarring, and it also doesn't allow you to see and digest how you died.
(4). If it's a fit for you, if you're looking for comments and feedback like this, consider game jams, where you will typically have more people playing your game, and more people offering opinions on it. Ranked jams, in my experience, tend to get you more comments/feedback than unranked ones.
Nice job on this!
Great game! I played this one to the finish and had fun with it. The mechanic was clever and worked well and you spun it out into many different puzzle ideas. It was nice that I started several rounds with the thought, "how can I possibly...?" I admit at the end I was kind of hoping to be shamed by a comparison of my constellations with the actual constellations :). Nice work, I had fun playing!
Ok! I finally, finally figured out the solution that I assume was intended. And actually, once I figured out that one, there's another solution that works in very much the same way, but with a different final configuration. I had sniffed around those approaches when I was trying to figure it out initially (with the covering of something important), but there were just a few subtle pushes I missed that made the difference. Nice!
But those two solutions are distinct from the one I used the first time around. I get the feeling from your note that you haven't yet seen the way I solved it. Now that I see the intended solutions, you could eliminate my solution without ruining this puzzle (though doing so might guide the player just a bit more toward the intended solutions). As you were comfortable with the hint you gave me, my solution also involves the covering/uncovering of something important.
Whether 25 or 27 seems harder probably depends on what you think of my solution, and I won't spoil more than that until you give me the word. Perhaps you'll want to keep it in! After all, even as the puzzle is now, I think I spent the most time in this game on either 25 or 35.
This was a fun game -- it gave me NES platformer vibes. The light/dark mechanic worked great and made for fun puzzles, and I liked the music as well. The way the switch to light-mouse mode sometimes caused certain platforms to fade on a timer I think was my favorite of the mechanics. I also liked how the enemy interaction changed between light modes. There were a few times where I was visually confused about which vertical bars were collider barriers and which were just background decoration, but that's a minor issue. It was a fun play and I played to the end, nice job!
Great game -- I played to the finish and really liked both the art and the creative mechanics. I enjoyed that you left us to figure out how to manipulate the mechanics, as it added an element of logic puzzle in how to overcome various barriers. It took practice, but I liked the challenge. The chaining-together as a plot device reminded me of Hitchcock's "The 39 Steps," where the handcuffed male and female leads jump from rock to rock, he carries her, etc., and they start by bickering but get to know each other over time (quite different dynamic, though!). Nice!
Some feedback I hope is helpful: There are a few points where I think you are missing a collider at the left-hand edge of the visible gameplay area. In the scene shown below, I grabbed the key and continued to the left (the camera does not follow) and fell right out of the game world. I thought it would be a soft-lock but you helpfully have the Reset Room option. This issue happened a second time in the final scene: after making my way from left to right, floating up onto the second level, and going back from right to left, I tried to alley-oop the princess onto a platform and she went clear off the screen to the left and we both fell (out of view of the camera) back to the first level, and then fell again out of the game world.
I had fun playing this -- really good job putting a complete game together with creative ideas in such a short time!
Great! I followed the elphyl account, so I will definitely stay tuned!
The puzzle I was referring to was Puzzle 25: if that one doesn't strike you as notably different from all the other puzzles in this game, then there's probably an unintended second solution. I'm trying to spoil as little as possible in these comments out of respect for the game and its players, but I'm also happy to describe that solution if it was indeed unintended and the spoiler doesn't bother you.
Outstanding game!! After completing all 36 puzzles (whew), I am so impressed with the puzzle designers here: the approach to solving these puzzles never became repetitive or formulaic, even with so many puzzles included in the game. The introduction of new mechanics with each color level helped to keep it fresh -- you used your light beam concept here to great effect, as you did with the glass, light detection, etc.
I finished the puzzles over two days, and as a hallmark of a great puzzle game, when I went to sleep my brain was still pushing boxes (a la Tetris). I was stumped several times, and I left the game but felt motivated to return. One of the puzzles, if my solution was the only solution, showed a mix of humor and cruelty that I enjoyed (well, once it was solved).
Everything here feels professional and polished. The music -- which I understand to be actual analog recorded music, made for this game -- was fitting and fun. I only wish there were a second gameplay song! I also really liked the hand-drawn character and art. This game feels like it could already be posted in a game store, but if you develop anything further, you might add more of the cutscene art that appears in the intro, interspersed within the game. I felt a connection to the character and place at the start, but after a dozen puzzles or so, my mind treated it as abstract box-pushing, like mathematics. I felt disappointed not to see more of the moving truck and boxes and scenes of the house -- I liked those. I also realize you had only 7 days, and this game was all the more impressive in light of that.
Fun game, it worked smoothly and I especially enjoyed the artwork and animations. The background cheering characters gave me a little 90's fighting game vibes. It felt very polished and the variety of characters is great.
Also, I've never seen Indonesian independence celebrations, so that was new to me, and I also went and read up a bit on the background to Indonesian independence.
Great game! I played to the finish (only freed 7, sadly). You used the phasing concept (and its lengthening) and the small gravity differences in air/water and made a fun and challenging game with classic vibes. The mood/tone is great, it's a very likeable game. Nice!
Some hopefully helpful feedback: there did seem to be some inconsistency sometimes with when the light killed you and when, for some reason, it spared you (when not phasing). Sometimes it was instant death, sometimes you can survive it, and I couldn't work out why -- something with the shape of colliders maybe? There was also one southern-facing dead end with a cage in it where I phased southward right out of the puzzle. I thought I'd found a secret area, but...it was just an out of bounds area :).
It works great, nice addition! On playing again, I noticed some great details as well -- the way the ball bounces out to the side if you hit the edge of the table just right, and the way the ball bounces on the ground when you miss -- very cool. My new high score is 733 :).
Fun game! The bubble concept as a movement mechanic was very clever and the dash worked well -- it feels like there's a lot a you could do with them. I liked your art and the run animation, and I especially liked the way she spins in the bubble -- those little details take time but they add to the fun. I enjoyed the challenge, and I only wish it were longer, which is a good sign! (I never did see the area featured in your third screen shot, perhaps I missed a secret area, or it got cut from the final?).
Is the can that's right at the start of the game reachable? I tried it many times, tried up-dashing, etc. and never could reach it. And is the second-to-last can actually reachable without dying?
Nice job on this game!
Wow, I don't think I've ever seen a game like this on Itch! Really well done! It was fun to play and you captured the essence of ping pong with the way you can swipe at the ball for different effects. The depth of the ball works well, the CPU responds well, and difficulty of getting the ball past the CPU is well balanced. The only problem I had was that when the game ended, I couldn't figure out how to start a new game without exiting the entire page and coming back in (even after translating the Japanese instructions). Great work on this!
Great game!! Very smooth mechanics and gameplay, and I like the throwback arcade style with bullet hell elements. The music was also excellent-- the menu theme is great (happy to pause for a listen before hitting Start) and I like the 80s vibes in the gameplay melody. Neko's art is beautiful and very fitting. I played to the end on difficult and enjoyed it -- nice work all around!
I had fun trying this out! The thumbnail drew me in with the typeface, palette, and simple but effective pixel art. The player motion was smooth, responsive, and bug-free, and the gameplay felt intuitive. I also liked the droplet's animations when it moves vertically. I played it through from complete fall to complete ascent. Nice!
Some feedback that I hope is helpful: You might consider a little animation of the droplet shedding little bits of water when it gets hit, to visualize your concept. It would reinforce the shrinking effect you have already, and you could use it also on those final three hits when the droplet no longer shrinks. Having the shrinking on those final three hits would be nice, too.
Fun game! It was challenging but I was able to finish it and I had fun with it. The mechanics are smooth and reliable. I initially thought the screen size was a little off as I sometimes couldn't see any platforms to the right or left and found myself blind jumping. But I eventually realized that one of your mechanics helps with this (trying not to spoil too much), and getting better at double-jumping and upward-dashing also helped. I never did quite figure out how exactly bombs are awarded (sometimes killing enemies gets you more, sometimes not) or subtracted (sometimes shooting them diminishes the supply, sometimes not). I guess there was a probabilistic chance when killing an enemy or using a bomb of increasing/decreasing the supply? And I realize everyone has their own taste with keying, but in case it's helpful feedback: I thought W for jump and spacebar for dash would have felt more natural. Good job!
Nice job on this game! So many things to like about it: great artwork and color palette, consistent style, the mechanics and functionality were smooth, townspeople going from place to place worked well, the depth of objects was nicely done, and the UI elements were great. I also liked the attention to detail: the way everyone bounces along but officers slide (ominous), the way light changes over the course of the day, the drag on contact with obstacles, the alpha on the watch, etc. Great stuff.
A few items of feedback that I hope are helpful: the cookie (?) you use to keep track of player stats doesn't reset upon, e.g., winning the game (or leaving it and restarting), so on my second play after winning, the game always started me with however much money I had at the end of my last complete day. The win screen also combined the days it took me to win on my first play (5) and on my second play (5) and told me it took me 10 days.
I also thought the difficulty could use some balancing -- once I figured out how to pickpocket and watch for police, I could cruise to the finish. I would consider allowing the player to "die" or "faint" of hunger as well, so as to make eating a requirement.
I wondered: what if I just earned money doing deliveries? Gave up the life of crime? So on my second play, I gave up pickpocketing completely, ate twice a day so that I never got the red flashing hunger, and earned enough to pay off the bill in the same number of days I had in my life of crime. Wait a second... :)
Sorry for the long comment, but this was good work and you guys deserved feedback! Nice job!
I really like this pencil-drawn art you created for your spaces and objects, and also the palette you chose and how you applied it -- really nice! You integrated those objects into an interior with depth very well, and the sounds also gave me a nice sense of place. I especially liked the part of the narrative where the player can let out the scream, and how you created that. The narrative progressed smoothly for me, though I would enjoy being able to roam a bit more freely (e.g., to go into the attic or outside even when it doesn't advance the narrative yet, just to feel the sense of space). Nice!
I'm so glad to read this -- thank you for playing and for coming back to power through to the end! It's nice to hear you describe the look of the game as I hoped it would come out. Thanks!
Fun game! Those bubble blocks really took me back to NES Metroid, I love it. The game worked smoothly and led me along well, even when I felt lost. Great lighting, and I really like the camera pans. The shooting mechanism was tricky at first but I think it added a fun challenge element. Nice!
Thank you so much for this great feedback and for playing! The visual element when the second jump is available is a great idea for the ship. On the (dreaded) pixel issue, after reading your comment I tried playing it on Chrome, Safari, Firefox, and Edge, playing it on Mac and PC, and in full-screen and otherwise, and I couldn't see any uneven-sized pixels -- was there a particular point in the game where you saw this? Or was your play setup different from one of the ones I tested? Thank you again!
Thank you so much for this very thoughtful and kind feedback! And wow -- I *am* a fan of Twin Peaks, so I'm sure you're right about the influence! I'm glad that you experienced the game in ways I was hoping players would, and your feedback on the dialogue system is also very helpful -- I use Unity timelines right now, but building a simple custom system that allows the button-pressed dialogue is probably a better idea, if I can get it working. As it is, I have to make a best guess at the pacing of it. I should also say that after I played your game, I was so impressed with how much gameplay there was, how many well-tuned puzzles, mechanisms and enemies you had designed for the player, that I felt like that's also an area I want to improve in my games in the future. Thanks again!