That's awesome to hear, thank you for streaming it! I'll be sure to check out the vod.
Hobo
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Nice little strategy game. Love the beautiful CGA work. Beat the game on easy on my first try, but I think I kind of got lucky with empty plains and having a big city very close to the invasion point. Haven't tried the other difficulty levels yet.
Back in the Civ1 days I always loved the cozy start of game when you managed 1 or 2 cities and spent most of your time exploring, but managing a whole empire in the later stages always felt like too much for me. So, I did feel a bit overwhelmed with having a whole lot of cities and resources right at the start (+ the 36 page manual), but luckily there wasn't much micromanagement involved and it was pretty straightforward and smooth to play. A great jam entry!
What an excellent game! The visuals and atmosphere are top notch. This sort of deduction games seem like a fairly recent trend, but I think it lends itself quite well to the DOS era limitations. Besides a few demos, I haven't really played any of the games in this niche, so I did feel a bit out of depth and overwhelmed with the difficulty right off the bat and probably would have never gotten everything right without the hints.
I guess it's the kind of game that requires you to actively take notes and maybe screenshots, because what I struggled with most was the constant back and forth menu navigation to keep track of everything. But I'm very impressed to see something this complex designed for a game jam.
Thank you for playing! Adding little extra animations and other small details is probably my favorite part of making games, I would probably keep tinkering and polishing forever if I didn't set deadlines for myself. Very happy to see that people have been noticing these during their playthroughs, makes it really feel worthwhile.
Hard to say, because as I said I'm not really familiar with the genre and what the traditions and expectations are for these sorts of games. I mostly play narrative focused games, so little story beats or description texts during the gameplay or for boss encounters would probably pull me personally more into the world. Currently the long texts at the start and end feel slighty contrasting with no story during the exploration and fights, maybe spread it out a bit more.
Also, once there's more stuff in the game, then some more player agency and choices on how you approach or solve different quest goals. Visually maybe more colors to differenciate between different enemies, environments etc?
But I'd say that for smaller hobby projects, the best advice is always to add features and elements that you want to add and enjoy in similar games yourself.
I've never actually played any of the old classic text based roguelikes, so I was curious to check this out. The wall of exposition text at the beginning was a little intimidating at first, but the game itself was fairly simple and easy to follow. Managed to finish the demo on my first run. With the current narrative setup, it's definitely a good starting point for something bigger and more fleshed out. Looking forward to see what you can do with it in the future.
The EGA QFG1 is probably my favorite Sierra classic, so it was very nostalgic to visit the world again and explore some new areas. I did struggle a bit in a couple of places, not with puzzles, but trying to figure out what's the exact wording needed for the parser. I think in QFG you could use the right mouse button to examine the environment and I feel like I was kinda missing that feature here.
Found a small bug: I don't know why it happened, but at some point I stepped into some weird wireframe version of the foyer. This also prevented me from going upstairs:
But in overall, I really enjoyed it and will be eagerly wainting for the full version.
Yep, you probably did boldly go with one of the more challenging palettes that has no black to lean on, but I'm glad you did, because I've never played an adventure game with this specific color scheme before and it was interesting to see how it can be used.
Also, being called an AGS pro gave me a good chuckle, because I still consider myself more of an enthusiastic hobbyist :)
Quick simple fun. I appreciate that it's not timed, gives you a chance to think and plan more carefully and backtrack occasionally. Managed to get 1380 on my best run. Would be interesting to have some predesigned levels for this as well, where you could potentially collect everything with right moves.
Fairly simple, but still a very solid and compentent driving system. I really suck at racing games, but eventually managed to get 7 laps done.
With a few different tracks, maybe a leaderboard system and some extra polishing this could potentially become a really awesome dos racer. Hope you keep developing it further.
Loved it! Some really fun writing and everything had a certain janky charm to it. This game is a good example of why I have been playing little hobbyist AGS games for the past 20 years. A quick peek into someone's creative mind that almost always reveals something unique and fascinating.
As a non-native CGA (and English) speaker, I would've appreciated slightly slower text speed, because some of the color combinations made the text a bit difficult to read at times and few dialogues flew past too fast for me to fully comprehend them.
I have seemed to run into some bug or a dead end. After popping the cocoon open, the mouse cursor simply disappears and I can't interact with anything, the music still plays and menu is accessible, but the game itself can't be played. Tried it a couple of times, but since there's no save game functionality, I kind of gave up on further experimenting.
It was really fun and enjoyable up to that point with quirky characters, great voices and logical puzzles.
Great jam entry. Simple, but effective pixel art, lots of absurdist humor, the game and puzzles had a nice flow to them.
However, I'm not completely sold on the 9-verb interface for shorter jam games, because it ends up being somewhat underused. There were some verbs that I didn't need at all and a lot of the combinations gave random generic responses, because there wasn't enough time to implement all sorts of unique and fun interactions for most things. All this kind of makes it a slightly cumbersome interaction experience with few rewards.
But hey, I did enjoy it and had lots of fun playing the game. Well done!
A lot of stuff to like here, excellent visual style, great presentation and audio work, solid puzzles - it all created an awesome atmosphere and an enjoyable experience. I did feel that there was a slight tonal disconnect in some places. The setting and themes were pretty dark and grim while some of the writing seemed kind of light hearted and even jokey, but I'm guessing it was all intentional. In overall, a great jam entry!
