Thanks for not skipping the cutscene xD
I see why the controls wouldnt be that intuitive at the start lol, I just got kinda lazy after adding the help button
But Im really glad u enjoyed the game
Hey, sorry for the late rate, I saw U were very active while rating everyone's game. And I really appreciate that :D
For the review, At first it was really confusing as to what I was supposed to do, but after reading the tutorial and trying it out it became much more obvious.
Uk the game is ACTUALLY very fun!
Like U have to manage what U get and the mechanic that if u go to the bottom screen the light or dark that u put on the bottom starts increasing was a really clever idea, usually id expect the game to pause while u were busy upgrading but here it was completely different and a welcome change
And losing the materials uve gathered isnt too bad as it will just refill again but U dont want to waste it as u will have to wait again. Its like, if I want to wait and read, its not gonna be a problem but if Im actively trying to buy an upgrade and miss it, its gonna matter (what I mean is that Losing progress doesnt feel bad here when U dont want it so feel and but it does sting when u do want to get an upgrade which it obviously should!) I really like that part
Id allso like to know my current max capacity too instead of guessing it xD
Other than that, the music and the visuals are very amazingly well implemented! The music, SFX and the vfx all feel and look really good!
The theme implementation was also really good, its not just the sun and the moon but also the dual screens that you have to manage. Thats like dual theme implementation which in itself is a theme implementation xD
For the complaints, I dont have many, but heres some nitpicks:
I wish the description of the upgrades were more specific as to what I was buying and more visual feedback to see what got upgraded and how
But overall, a really nice entry!
This game is actually very fun
All the puzzles were easy to solve but still gave me a happy feeling that I solved it!
Other than that one puzzle (I think it was 8th?) The one with 2 vertical and like 4/5 horizontal pistons side by side and a vent above the glass on the centre. I still dont know how I managed to complete that level, Once I just had the 2nd horizontally placed piston from the right activated and then the bottom vertically laced piston which just pushed it up and to the left and I was close but it missed. But after that I just got stuck in the horizontal piston
I just tried random things and I fell on the vent xD
Other than that The sound and artstyle were literal fire!!
Especially the artstyle, I loved its simplistic feel
The theme implementation was simple but the game made me enjoy it alot!
The puzzles were fun but I definitely would have loved some more challenging puzzles
But 10 levels in a 48 hr jam is VERY respectable in itself
Overall a very fun experience!
The artstyle was really great!
Tbh I cant think many puzzles for the game for future levels, but Im intrigued to how you are gonna tackle that problem.
Even unfinished, the part u did finish felt polished.
Though the controls at the start were pretty confusing, maybe the tutorial text at the start can be worded better.
But after level one it was pretty clear how they worked and the cursor icons showing if u can interact with the stuff or not was a nice and welcome touch.
More SFX and VFX would be nice
In all a nice idea, would love to see further updates! :D
At start I thought it was broken cuz itd randomly change directions XD
I realised later that the random route counter meant something else, I initially thought it was the no. of times I hit the wall as it was in sync lmao
The idea is actually great but the way we cant select the directions is kinda not my favourite thing, I wish that ATLEAST at the start, we could select our direction as randomness has a tendency to get u stuck between parallel walls for 10 secs lol
Also (and this is my opinion) Id prefer if I could switch with the same key, like If I press LMB I become the angel, If I press LMB again, I become the devil instead of LMB for devil and RMB for Angel
Other than that, the sound effects were cool! People really ignore sounds but even simple sound effects add alot to a game.
The visuals were also very cute and nice :D
The idea in itself was fun, just like the game!
I love the idea, but (and this is just a suggestion) what is the movement, or atleast the cheese placement was grid based.
That would make this much more easier to play, and know that the difficulty was probly intentional but the micro movement you make makes the game extra hard, U dont just have to make sure u are going on the right path, u dont have any way to measure distances. So maybe a grid system would help? Thats just an opinion tho
The artstyle and the sound design are also amazing!
The implementation of the theme and especially the pre-requisite ("Mouse" input only - pointed by Mathue24) are too good and a cherry on top!
Very unique and amazing! If U end u updating and adding more levels, lemme know :D
Yk this is a reallly cool idea.
I can imagine future levels where u get like 5 barbed wires and you have to plan how you move in the level to dodge as many as u can.
That is very unique and fits the theme very well aswell!
You have to escape but It it also YOU who is trying to stop you
I hope u go on to work on this further after the jam cuz Id absolutely LOVE to try more levels (maybe with sound :))
I get why this must have been hard to make in 48 hrs, but U did it anyways.. Good job!
The artstyle was also good to look at
Id say more visual and audio feedback for when u do stuff like placing barbed wire, walking into one and stuff would be nice!
And maybe U can see the no. of barbed wires in the game when Ur the prisoner so u can start to plan where to place the wires from the start?
If u do end up updating it, definitely hit me up! Id love to try out more of this :D
(Btw, why Middle mouse for barbed wire? wouldnt RMB be better? just a nitpick lol)
I dont know if it was me but sometimes the controls.. broke?
Like I tried to click but it didnt register. I noticed it happened mostly after it hit a block, but could be a problem on my end
Other than that, I LOVED the artstyle, the particles and the over all visuals were top notch
Simple sounds wouldve elevated that alot tho
Its a nice entry, U did Good! :)
The artstyle and concept are really cool :)
The game is simple and short but its really fun and cute!
And just like everyone else says (cuz its literally that true) that final scene was just perfect
I cant get over that artstyle lol
The dog waking up and looking for the cat every once in a while, the cat hiiding art
It was small but I enjoyed every moment
The idea and the concept are really cool!
It was actually fun dodging not just the enemy's attacks but also your own!
The chemistry between the guy and his close was lovely xD
It also very uniquely fits the theme and I love it
But the enemy spawn rate is quite low, after I kill 2-3 of them, I just have to go on a hunt to actually find one
A bit more music and visual enhancements and this will be even more fire!
I mostly agree with others as the game needs to be balanced and something to do in between waves would do aalot for it
Maybe we could just aim the gun or maybe we could buy ourselves some upgrades aswell, like clicking the ememies to dmg them so the auto aiming sentry can easily kill them.
Or maybe 2 types of enemies, one which the sentry will take care of and a separate type of enemy that you have to click to kill and will be ignored by the sentry
This could also help with the theme implementation. Like the duality is the sentry fighting the enemies which it can hit and the player helping it by targeting the other enemies!
Some more visual and audio feedback to taking damage, firing, changing target enemy would be nice aswell!
The art design and ui elements look fire!
Some small changes and a bit more features and this game will bee a blast to play!
It was kinda confusing but my final score was 79! :D
The chess section was very fun!
But as they said, some visual feedback would be good, Id also appreciate some more music/sound effects aswell
The visual style of the chess section which was like 2D in 3D, Idk how to describe it, but it was really well implemented!
From a non color blind stand point, it wasnt uncomfortable to look at, but some accessibility options are always welcome!
First of all, I got all the 5 collectables and I was at the ladder which is above this part and then I just yeeted myself off the cliff xD
I went off to write the review and just got a thought that maybe theres a hidden platform at the start aswell?
AND GUESS WHERE THE 6th COLLECTABLE WAS xD
That was smart tho
The idea is simple, but the puzzles, the jumps that u came up with were amazing.
The level design was amazing!
I wish there was a instant respawn button so I didnt have to yeet myself off the cliff or get back to the platform I was trying to perform a jump from
The ladder timing jump was instantly understandable but felt like a sudden progression jump
It took all of my brain to get where I got lol (Though its a ME problem as I just suck at them, but Ill call out the second jump of the ladder where you go from left dark platform, light it up to cross it, dim it by perfect timing to cross the light wall and them light it again to actually land. THAT was hard)
The game was really fun and the sound effects and music were also very nice!
You did a great job!
Poor Gibson D:
Eyyy, nice to see ppl go ending hunting XD
Btw, the way the 3 endings are named [O], [S] and [T] is inspired (or stolen) from the Nier Automata game which has 26 different endings named from A-Z
I just had 3 endings and just got the idea to name them like Nier Automata xD
Really appreciate the positive comment :D
The thought overlapping was KINDA intentional
I wanted to show how when we get thoughts and they are all a jumble of things and we have to sort them out and think straight
In the game U can also pick the thoughts and sort them, I tried to give more space so unless u put the thought very far, it will stay there
This adds another layer of depth. But I do agree that the process of actually sorting them can be a slight pain as its hard to see which thought is above which
Tbh I kinda wanted 5 or even 6 thoughts for some later questions, but just looking at 4 of them together made me stop xD
Thanks alor for the feedback and playing the game! :D
"maybe you can highlight the area where the player should drag the thought into."
Yk, even me as the developer, sometimes while testing at the start, Id just pick the thought and be like.. What do i do with this
I kinda got too used to it and just thought that the help section telling you about it was enough
Though now that u mention it, Ill def add that feature in a post jam update!
Thanks alot for the feedback and trying it out :D
I gave the guy 2 rings, one of blindness and the other of charisma and I think those the only 2 endings rn (Always love me some multiple endings)
But srsly, that atmosphere and the artstyle was sooooo coool!
I also love how u made the game page!
It was short but a fun experience none the less.
But I wonder, how does it fit the theme? Sorry is its obvious and I just missed it
But still a nice game :D
I love the artstyle and would love to see some music and sound effects to back them up
The twist on the tower defense game by adding base building and tycoon like elements was a really unique idea
At first I mimssed that u could move the ppl and that really stirred things up, it didnt just make it easy to dodge attacks but added a new layer of challenge
Not the biggest fan of strategy/base building games, but will say that this was something different.
I saw that u made this in 8 hrs and thats very respectable!
Maybe you couldve use the remaining time if you werent BUSY BEING AFK IN THE VC. Jk lol
The game is simple but you cant really expect alot from a game made in 8 hours. Just having a functional game with mainly 1 game breaking bug (which doesnt even change the outcome that much xD) is not a bad thing
Good job for completing it and actually submitting!
Okay this was a really cool idea!
The first level was kinda hard to understand, but as soon as I got that one done, I just got the hang of it instantly
For the time we had, U managed to pack alot of things in this game!
I see other ppl who kinda got stuck on level 1 and I too was stuck for a while but once u get the hang of it, its quite fun.
It is on the easier side but not boring
The artstyle is also amazing but Id really love to see more sound effects for feedback
Overall, this is a solid entry and the concept and the game are amazing
First attempt - My brain didnt brain
2nd attempt had a good start cuz I kept the turret only in 1 segment until the level got faster xD
I swear to god, my brain just stops working as soon as I switch between the segments
But Even then, I had fun! got to lvl 5..
The game is cool, and so are the visuals
Amazing implementation of a simple idea with a unique twist fitting the theme.
A job well done! :D
For the text overlap, It was "kinda" intentional, I wanted the text to overlap to signify how thoughts in our own minds our cluttered and we have to manage them, differentiate them from each other and then choose what to do.
But in the game, the text overlapping each other makes it hard to know which piece of text you are actually selecting.
I mean if U pay attention, u can see which is over which. But its not very intuitive.
The intention was to have the player segregate the thoughts first, then read and choose what they want to do
Lets just call it Half a feature (Its half bug, half feature. Hence Duality xD)
The level design was really good, U made me familiar with the different mechanics without literal ANY text prompt.
I loved that straight into action part.
The gameplay isnt that complicated tho, reminds me alot of portal with the puzzle platformer and the atmosphere
It was sometimes hard to see the walls due to the lack of shadows and a single camera angle
But it never felt boring, it didnt get me stuck on any levels and the progression was smooth
You did a pretty amazing job for 2 days!
I love the artstyle and the concept.
The only complaint is that the controls felt a bit off, Like sometimes they just got dropped midway? (maybe issue from my side) But the collision size for the zombies def did not help, Id constantly miss them while trying to be quick
Thought I accept its a skill issue xD but the collision size can be bigger
Other than that, the sound effects are quite fitting and not annoying at all, so good job on that one :D
Note: Lvl 5 is not broken but the start cutscene is broken in that one and the starting part is skipped.
But its completely beatable if u just follow the compass!
And contrary to popular belief, lvl 6 is just hard and not "unbeatable"!
Btw is anyone is wondering for how this fits the theme:
The gap keeps growing each level bigger (vertically and horizontally)
And so does your arsenal
At first I was very confused as to how Id complete the first level.. Until I clicked the box and it immediately clicked, "left click to scale object".
Even after that, I thought u can only scale the player and the objects, until I reached lvl 4, where I realised, its the moving platforms and even the portal itself!
The puzzles werent mind bendingly hard, but I had to use my brain and restart a couple of times to get it together
The game was really fun, the music fit perfectly to the game's theme
The levels never felt boring and the mechanic itself felt to me as evolving as each level I discovered something new xD
A really fun game! You did a great job
The last level was kinda a last minute addition, I realised too late that I havent given players any reason to use the hotbar re-arrangement system and severly under utilized the teleporter tool, so i tried to fit both of them in the final level.
The player was supposed to re-arrange their inventory after buying tools, i had planned more tools which I couldnt add in time. More tools would require more use of that stuff but well, here we are xD
And now that u mention it, the camera really does feel zoomed in lol
For the controls, I felt that "E" to use a tool was a bad idea. Even to me while testing, it kinda felt odd to not be able to just left click to use.
But the hotbar also needed left click to pick slots and so I arrived on that decision, but Id love to get your opinion on that. Did the "E" to use ability feel weird?
Anyways, thanks alot for trying it out and giving feedback! :D
Ill apply that stuff for the post jam (small update)!
1st attempt- 27 hits
2nd attempt- 0 hits (though i chose the cowards way and avoided all enemies)
I think it IS possible to kill all the enemies and get 0 hits and Im gonna try that!
Btw, the gory animations were really good!
Im not good at blender but Ive tried to make animations in blender and it is NOT easy, so those animations for a jam were a nice touch!
Id love to actually meet the "boyfriend bunny" after killing the bears on the last level!
And I truly agree with the other commenter, this game has serious speed running potential.
You did a great job! :D
If you update the game post jam, dont forget to tell us. Id def give it a try again!
Ahh, another game with cat lore! The game is really fun!
Before reading the controls, it felt kinda slow due the zombie's walk speed, but the zombie detachment mechanic was really fun!
Just sending a dozen zombies at bullet speed towards a target was super fun, it brings more ways to deal with enemies.
My only complaint will be that once u get like 50 zombies, you basically cant die, just send 5 bullet zombies and then the whole horde to any enemy and boom. The turrets brought a bit of challenge but that can be easily be ignored by the generators (though that is completely the player's choice)
I love the patterns their hands make when alot of them come together lol
Id love to see more enemies (and harder enemies aswell)
Now give us more lore, why did the army kidnap a cat? how did the zombie guy die in his last life?
Tell me more