Heh to clarify, the game was awesome. I kept replaying it :P
hkattt
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Thank you for the feedback!
100% agree with your comment on the theme. My initial vision was inspired by the Edge of Tomorrow, where characters are infinite time loop and repeatedly die. I wanted to capture something similar where you repeatedly die and retrace your steps to solve each level. But I did not have enough time to fully flesh out this idea :(
This was easily my favourite game of the jam so far! The game play, UI, sound, and music are all incredibly polished. The game play loop is really satisfying and I love how quickly the difficulty ramps up, mimicking a real rush. The tutorial and settings is also a great touch for a jam game!
I had so trouble figuring out the shake mechanic initially, but once I got it, we were rolling :P
As others have said, I think the theme connection is a bit weak, but amazing work including all of the wildcards! Loved the radio UI element.
This was a very cute and fun game. I loved the theming and overall art style. The game play was pretty addictive and found myself starting to speed run the earlier sections.
Really polished experience. The subtle animations on the player character are a nice touch too. As other have said, the main issue is the lack of checkpoints :( Great job!
The game is a little difficult to pick up, but once you get into it is really fun. Love the minimalist design and sound effects. I spent a few minutes admiring the main menu.
I think the game could benefit from a reworked control scheme. While I eventually got the hang of it, having to think about which way I am facing, quickly become tiring. Maybe adding an arrow/some sense of direction could help?
Overall, great game, nice work :)
This is a really clever game. It took me a while to get the hang of it, but it feels great once you find the ghost. The 'surprise' at the end of the game is super interesting! The art and theming is very cute, but I found the music a bit loop.
I think the 4 controls could be a bit clearer - I initially confused distance and proximity - which caused some frustration/confusion while playing.
Overall, amazing entry, nice work :)
Thank you for the feedback! I actually did not realise it was Brazilian music - I was going for corporate/elevator music. But glad to hear you enjoyed it :P
Yes, that is a great suggestion, and something we were battling with too. We felt that we had to limit how many times people could use the detectors, to avoid trivialising the game. Exploring the time option would be interesting too, since we want people to enjoy all the tools.
Thanks again :)
Thank you for the feedback and sharing that tutorial.
I used a different approach, but I am surprised that I did not come across this tutorial while trying to implement the effect. My solution used this mask shader to implement the technique - funnily enough, the topic for that thread was discussing how difficult it is to mask sprites in Godot. I came close to giving up before finding that.
If you are interested, you can see my shader here and the script which supplies the shader arguments here :)



