Thank you so much, glad you like it! :)
IDOLL_Dev
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Hi there, thank you for the lovely jam! 😌
I appear to still be able to vote on other people's games (although I haven't actually tried it yet). Is this intentional?
It said there wasn't gonna be community voting so I was a bit confused, although I could also imagine that this is just for fun and won't affect the actual prizes. Either way I'm scared of touching it 'cause i don't wanna mess up the algorithm or anything 🙈
Very clear and concise! I like how you get right to the point and provided lots of helpful screenshots. This method of making a First Person Camera is very smooth and feels good to work with, it doesn't give me motion sickness like the default one!
I think the one thing I'd add to make it absolutely *chef's kiss* perfect, would be a HTML version implemented into the page so that people can read it without download, to reduce the barrier of entry.
But people who are really interested will download the file anyway or watch Ash's video, so that's not a huge point of concern.
Thank you for the tutorial, it's very helpful and I look forward to using it!
Hi AggaZaw! Thank you so much for playing and for your feedback. I'm so happy to hear it's engaging and fun! :)
I'm glad because you said you want to keep trying despite getting stuck - I know what that can be like.
Your review is incredibly helpful to me because as a developer, I sometimes struggle with conveying the mechanics in a way that is intuitive to the player. So I really appreciate that you reached out!
By the character with the unusual appearance, you probably mean Alice - she's the boss character.
You can keep trying on your own, or alternatively, here's some advice on how to beat her:
- it's important to note that she has 2 phases: regular Alice, and Chaos Alice. She switches between them every 5-7 seconds or so. Chaos Alice is faster, invincible and does a lot more damage, she's the one who is a black shadow with a wide grin. You will hear the ticking of a clock while she's in this form - run away (holding the shift button) around her until she becomes normal Alice again and you can hurt her.
- remember to avoid the white arms if your health is low
- regular Alice has a lot of HP but is weak. You can theoretically beat her at Level 1 (I've done so during playtesting) but to make it a bit easier you can level up first.
- you can get some more experience points by killing butterflies, as well as Humpty Dumpties once you're a bit stronger (the egg creatures near the edge of the cliff) while continuing to heal up at the points of light regularly when your HP gets low.
- face her by jumping down the ledge once you're ready
- the white arms in the bottom level marked "???" are enemies that are about as strong as the butterflies, but they give more experience points. You can try to avoid Alice and kill them to level up some more if you notice that she's still too strong.
I hope this helped a bit! ♥
I'll try to make the gameplay more intuitive in the future.
I adore the graphics, they're very nostalgic to me. Your game tells a really gripping story of psychological horror, anger and mental illness... very sad, but also fascinating.
The way the sounds, graphics and text work together to tell this story is deeply haunting, especially the sound effects near the end are disturbing. But it's the gameplay itself that is the most effective at making you go through the protagonist's turmoil, since as the player I was never really forced to do any of those horrible acts, and yet I felt like I had to, because like every game there's an objective to complete and I found nothing else to do.
Very well designed and a really cool interpretation of the theme!
First of all, I love the goofy yet uniquely charming premise and thumbnail of this game.
From my understanding I'll feed the lizard man a chicken and a cow, by throwing them into his hole as well as a cat which gets launched from a cat-a-pult? And I assume as a reward the lizard man will come out and play a song on that big wooden instrument from the thumbnail. That's a pretty whacky and entertaining concept! I think having a character (maybe the lizard man himself) stating this in the game would have been a bit easier than mentioning it on the game's page, people who haven't read the description thoroughly might not understand what the goal of the game is.
The assets you chose are very cute and fit the vibe that the premise has.
As for the actual gameplay... I don't really get it. I can run around and sprint, jump and interact with everything just fine, the controls are really intuitive. But I can't find the lizard man nor the hole, and while I figured out that I can distract the farmer by shooting the water tank, it doesn't give me enough time to figure out how I'm supposed to "get" the farm animals while she is away.
Same thing with the cat, I ring the bell and run over to where the cat appears to be landing, but either I'm too slow or I'm doing something wrong because I can't figure out how to "catch" it.
I think your game has potential but one thing to keep in mind when you're playtesting is that the player is doing all of this for the first time and won't necessarily understand everything without a tutorial. I'd love to give it another try though if there's something that I needed to do but missed!
Still, I had a lot of fun enjoying the cute animations, running around and exploring, as well as playing around with the game's physics and making the cow fall over lol :D
I'm pretty sure Holy Holey Hole is the best name that any piece of media can have so you've already won in that regard 😁
It made me want to check it out immediately! Also, the graphics, presentation, music and sound design are gorgeous and very pleasant. Why can I not pet the dog though, that's a serious bug!
I did not expect to exit this fully furnished home with my wife and my puppy and even a fireplace and then it turned out I was actually in a tent the whole time... I wonder if Fiddle lost his mind and is just imagining living with a happy family? 🤔 It's very intriguing for sure. I really like the dungeon crawling aspect and the charming sense of humor!
My least favorite part were the Armadillos, I understand that it's kinda cool to have an enemy like that in the game but as a player I only get a sense of accomplishment when I can find out their weakness - but I couldn't, unless I got lucky crits or raised my stats with moves requiring grinding TP - so I usually just skipped them.
My favorite part were the surreal worldbuilding, the dungeon itself as well as the boss encounter designs and most of all the story / writing. The references were funny and the characters were endearing.
I can recommend this to anyone looking for a comfy JRPG experience!
I really love the art style and presentation, as well as the music and sounds! I think it looks really good. There were some parts in the beginning when there is some wide open, unused space, and it messes with the pacing a bit. But I was really happy to discover all the little Biggy frogs! In general, the character designs of both the player character in his differend modes, as well as the enemies and the NPCs, all of their little quirks have to be my favorite part of the game. They're so cool and have so much personality!
This is also what made the boss fights great. The boss' design translated into the fights themselves, communicating clearly what their abilities, their strengths and weaknesses would be when you're fighting them.
This brings me to one last point, which is that I was unfortunately not able to beat the game. The red boss with the many different hands was too hard for me (the difficulty selections screen was right! 👶)Once I was able to finally beat the second phase, I would immediately get my ass kicked in the third phase. Starting over again with the first phase was starting to get frustrating after about an hour :(
I will maybe try again at a later time when I have more energy and focus, because I am still really invested in the story and the world!
I really loved it! The second to last level was starting to get frustrating, but just enough to keep me motivated, and omg it felt so good once I figured it out, and then collecting all those orbs was the perfect reward for sticking through it <3
Really really fun, I think my favorite part of the game was the sense of humor during the written segments, and how the tutorial is introduced. I liked switching between modes and I think it worked really well with the theme!
Thank you for your helpful feedback! I'm sorry to hear that it wasn't fun for you.
To answer your question, my thought process was that it felt satisfying when I was struggling for my life, slowing down and still managed to safe myself by recharging the battery and eventually pick myself back up again.
You're right that the main gameplay consists of avoiding the other robots, you can't influence the combat otherwise. Next time, I will try to make it more clear to the player and make it feel more rewarding. Maybe by giving the points more purpose and allowing the player to purchase upgrades with them, which had been my initial plan. Once they hit you, you can then decide whether to run away, or continue fighting them so you will lose even more battery but also gain some points for killing them.
I'm glad to hear you found some charming aspects in the game that you liked, it's nice that you gave it a chance anyway! :]
Thank you :D
I know what you mean, it was actually my first time making something like this in RPG maker as well. I'm glad you appreciate it :)
I was inspired by the battle system from Eternal Senia, which is also an (slightly older) RPG Maker game. Even though the final result came out different in the end.
Also, that's good to know about the audio, thanks 👍
You're very welcome! Also, after GMBinder "bullied" me a bit once it came to exporting the pdf right before the deadline (it just refused to include the final page and I had to remake it in Homebrewery), I don't know if I would still recommend it after that. You're obviously very talented at using Word, I thought you had used something super specific for the design! :D
And a cheat sheet would have been more like a bonus, I totally get it since you already did an amazing amount of work in the limited time - it was more of an idea for the future. :)
By the way, I have a question: So, the GM is the Reader, and the players are Fateweavers. And then there is also the Fateweavers in the game world. Theoretically your player character wouldn't have to be a Fateweaver right? You could still play a commoner? Or would that not align k with the Minor Arcana skill check? :D
I'm asking because I have an idea for siblings where one is a Fateweaver and one is not, I think that could be cool to play (as you can tell I'm really in love with the world!)
Good luck to you as well, although I'm sure you won't need it, this is an amazing submission!
I'm so sorry for any confusion I caused. It was not my intention. I genuinely like the game and what it's going for, and wanted to be helpful.
Yes, you're correct - I should have been more specific and clearer in my feedback. Let me try again:
1. It worked really well together and didn't feel disjointed at all! You and your writer did a good job.
2a. Calling it a "portal" was a total brainfart on my part, sorry.
The word I was looking for was genuinely something else, something like "downward slope", I think. I was trying to explain where the "leap of faith" section I was talking about could be found, and I called the big slope that leads downwards to where the boss room is (when the Witch says "but if so many witches died, then...") a portal. I guess I must still be somewhat sleep deprived from the jam 🙈
2b. In any game that has platforming, a literal (not logical) leap of faith is when I can't tell where to go next and have to jump ("leap") off of a platform to find out. The faith part refers to "I think this is the right direction".
This first screenshot shows me standing on a plattform: link
And this next screenshot shows me on the one I'm supposed to land on: link
Even though the second platform isn't that much further down than the first one, it's just ever so slightly off screen. Sometimes I can see the top parts of the heads from enemies, which gives me an idea that there's a platform there, but then seeing the enemies also gives me incentive to look for another way.
A lot of older platforming games (like the Lion King) had something like this but it's not as common in modern games anymore (it's sometimes used for getting from the end of one level to the beginning of the next).
If it's in the middle of the level like that, it is usually something that a designer might not notice (after all, they know where to go) but a playtester might - however, it's not a design mistake or anything, it just comes down to personal preference for players.
The reason I even brought it up and asked whether it was intentional or not, was that I thought something like this aligns really well with the Fool Tarot card. Because the meaning of going headfirst into a new beginning, which is a figurative leap of faith, and also because most of the artwork for that card shows the Fool literally about to walk off a cliff. If there had been a hint that such a section was about to come up by the character picking up the Fool Tarot card immediately before, it would have been almost like a mini-puzzle to tie into the narrative.
3. I'd love to help but I'm struggling to find out what exactly causes the bug myself. I don't have any experience working with Godot. think it's a combination of dashing and jumping at the same time, and then colliding with something? I did get the bug a lot, usually when I was trying to perform maneuvers and especially during the boss fight. Maybe my play style is what caused me to get that bug a lot more than the other players :/
I just played it again for about an hour and here's some screenshots of every time I got stuck, arranged in an imgur album: link
4. Maybe it was just a skill issue on my part. I did notice the blinking, but I was still not able to hit him enough times to kill him, I think. I'm sorry you had to work on the game while recovering from the vaccine and I hope you feel better now. I think for a game jam, especially when there's only 10 days, it's way more important to have a good proof of concept / prototype of what you're going for, than to have a bug-free experience. I still brought up the bug because I wanted to be honest about what kept me from finishing the game. Your health is more important than any of that, though, so please take care.
5. Good news!!!
As I was trying a couple more times, I was finally able to beat the boss and get to the end! So don't worry, you don't have to do that!
I love the little message at the end. It was a really good ending :D
The assets you've decided to use look wonderful together and had an overarching aesthetic. I really enjoyed the story and how you incorporated the theme. The main character slowly uncovering Tarot cards while the realization that something might have happened to their friend is starting to set in made for a good hand-in-hand combination of gameplay and narrative.
There's a "leap of faith" section shortly before the first portal, was that intentional? I find them to be a bit discouraging in action platformers and metroidvania style games, but it also kinda tied in well with the theme of the "Fool" Tarot card - if those two sections had been closer together in the level, my interpretation would have gone from "oh, huh, I didn't see that this is where I was supposed to go" to "that's genius omg".
The buildup to the realization and confrontation of the main character's loss also served well when it came to hyping up the boss fight. Although I ran into a few weird collision bugs that had me stuck in the middle of an animation and flying off the map.
Sadly, when I was finally facing the boss, I was unable to beat him. It was hard for me to tell if I was even weakening him, and now the bug I previously mentioned had gone from kinda entertaining to game breaking, because if it happened during the fight I had to start the entire game over from the beginning again, I couldn't just let the boss kill me and retry from the respawn point since I was still stuck.
Overall, while that final part was a bit of a letdown, everything leading up to it had me excited and I can't wait for a more polished version where I can finally beat that Death guy and see how the story ends, because so far I'm hooked! ❤