It do be clickin
HyperCubic Studio
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Thank you for the review!
Neither of us have seen Running man, from what I’ve seen the parallels are interesting.
Also we’ve very intentionally tried to keep everything as simple as possible, I agree that many things can be expanded and many more ideas added.
We actually thought wether to make the controls closer to a responsive movement platformer or to a slower paced puzzle game and landed somewhere inbetween, so thank you for also sharing your perspective on that.
We're glad you liked our game. It's always nice to hear that someone genuinely enjoyed the experience of playing the game apart from the things that need to improve.
You mentioned a plethora of great idea suggestions. Especially the water bottle mechanic is a really smart one and could be utilized in lots of interesting level designs I think . Some kind of character customization / multiple playable characters also sounds like it would be a fun addition.
Thanks for the words of encouragement! We will definitely try to come back to the project later if we manage to find some time.
Thanks for the kind words!
I totally agree that some kind of final level would be great addition since at the current state the game doesn't have much of a resolution to it. As for the use of ingredients, I think we utilized the theme "liminal" pretty well as the main mechanic (using a "liminal/transitional" space to traverse the real one) and the ingredient "joker/joke" was incorporated into the manic nature of the presenter, though I can see that the presence of the other 2 ingredients could be pushed a bit further in the game.
I truly enjoyed every single pun made in this game. Ouroblobos takes you on a short journey through an underground base inhabited by cute characters (though thinking of what might have happened in that mouse room, this is questionable) that need your help with various tasks. Having a gun which interacts with the environment in different ways depending on the mode it's switched to is quite a fun and original idea with great potential. Perhaps it could be explored even a bit further with more unexpected interactions or maybe by having to double back to already visited locations to use newly acquired gun modes on the same objects in new ways. Visually, there’s nothing to complain about. The game feels coherent in its graphical style and every sprite seems like it belongs to the same world. Something I’m not sure necessarily adds much value to the game is the timer-respawn mechanic. I can probably imagine the game working just fine without it, although to be fair, this is highly subjective as I wasn’t much of a Minit fan either. Nevertheless, I believe this is a really well polished game for just 48 hours.
This game is all about atmosphere. The contrast between the safe and the unfamiliar is emphasized by the sound effects and ambient music which all contribute to this eerie “liminal” feel of the game. The gameplay is well polished, going through walls feels awesome and the core mechanic and controls are intuitive and well explained throughout the game. It consists of 5 levels that do a nice job of demonstrating the gameplay, although maybe something a little more challenging would be nice in my opinion. Performance vise, I experienced some lag probably caused by the light shader, though nothing major. As for the visual style, I have to say I’m not exactly a fan of some of the choices. I really like how the walls extend out from the 2D plane of the world. Nonetheless, the rest of the graphics seem to be kind of inconsistent – minimalistic vector characters, realistic floor and light texture, pixel font... I think keeping the visual style simple, sticking to basic shapes in the style of the walls and characters would make the game look more unified. Overall a fun experience!
A game with an original idea, a fun story and easy-to-understand controls. I appreciate the procedurally generated maps – I think they really fit the genre and add to the replayability of the game. Gameplay-wise, there are a few annoying game-breaking bugs. I often got into a state where the game wouldn’t let me interact with both the player movement and the cards, same goes for the menu buttons – perhaps a problem with html version of the game. The visual side of the game is nicely done – I like the graphics style, there is no problem with visual clutter and the sprites are well separated from the background even without using many outlines. One piece of advice I would give is to try to keep the pixel scale uniform (meaning 1 pixel is the same size for each graphics element). Sticking to one resolution for your art will make the visual style of the game feel more consistent and polished.
I think this idea has potential. With later levels with good level design could be pretty interesting. Still, I found the game to be really hard. I also had to learn this, so I would advise you - You're always much better at playing your game than others, especially in game jams. What I try to do is making a level so easy it's almost boring for me to play, but still keep what makes the level interesting.