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ImpTheArtist
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First impression is that the graphics are really excellent and seasonal, with really high quality sprites for the characters, so 10/10 on that. The music and general rhythm of all sequences is also expertly executed.
I did find the games to be unforgiving and the green light red light one especially to not be more luck than skill based. Thankfully the pumpkin smashing game on the other hand was way too easy, so I did get the desired draw and therefore the good(?) ending.
Fairly fun for what it is and it's really cool that you read an article and tried to implement what you've read!
I think hit detection is a bit wonky sometimes, which is an issue when the main draw of the game is the fun you get from running stuff over, especially when combined with the lack of good, conspicuous and visceral feedback like huge particle effects. I did notice some quiet sounds and some sprite changes when you hit stuff, but some more bang would really take the fun in this game to the next level.
Fun little third person shooter, as with most entries, better communication and feedback would have improved things by a lot, specifically visuals indicating where the bullet went, I had trouble telling if I had kept missing or if the enemies just tanked the bullet as there were no particle effects or any sort of reaction from the monsters.
I was also a bit confused by the reload mechanic, sometimes she started reloading even though I only fired one shot since the last reload.
Actually a really fun and novel mapslop game, with a surprising amount of genuine strategic depth for a Jam game. Got me to yell at the screen/10.
As always, better communication would improve this game tremendously. I'd especially like better feedback for the currently selected tool (maybe mouse cursors/icons), including previews of the affected area, as well as more visible indications for where things like core area charges have replenished.
Really fun for a text based game, the music and sound effects add a lot!
Would have been great if there was a way to see at a glance what changed vs. the previous round (thirst went down/up, canteen up/down etc.)
The pumpkin king boss fight felt a a bit unfair, I'm not sure what I could have done to not die to it.
The atmosphere is peak for a puzzle game, especially with that music, and the concept itself is very interesting. Definitely something I'd see released in the 2000s.
I wish it had more of a tutorial in the beginning, with the first puzzles showing you the basic mechanics (how to move, where you can or cannot go, basic techniques for getting around etc.), instead it felt like it kinda threw you in the deep end.
The controls are kind of wonky, I think they're mapped to the way the jube would turn given its current attachment point, rather than being mapped to the direction you'd like to see the jube go. This resulted in me making a mistake, trying to undo my mistake only to go the wrong direction again, taking about 3-4 corrections before I'm where I wanted to be. It also resulted in situations where you'd press one direction to move the jube in a certain way, then you'd need to press a different direction to move it again in the same direction in the same way, as holding the button would just make it go back and forth. I think the way the jube is controlled needs an overhaul for sure.
Finally, I think the isometric perspective does no favors when it comes to the readability of the environment, often I was under the impression that certain things were adjacent and I had to keep turning the camera to figure out that they weren't. Some sort of depth of field, or a switch to full perspective projection would help with this.
Edit: This just came to me but some sort of feedback for when you try to move in a way that's not possible would be great as well.
Let's start with the positives: The visuals are absolute kino, everything from the lighting to the 3D backgrounds which remind me of The Adventures of Lomax, and the camera movements are really well executed. Being taught the basic controls in the beginning without having to read the description is a huge plus.
The overall gameplay is also solid.
Now for some room for improvement: I think the biggest weakness of this entry is the communication. It wasn't a huge issue but it would have been nice to have a way to tell where the singing blades would hit exactly. The falling platforms also didn't communicate their rhythm very well, although these also posed no huge challenge despite being quite punishing in places. I think this is all exacerbated by the small field of view of the camera which makes it very hard to see what's ahead, which was especially painful at the end where I could barely discover the platforms I needed to jump down on.
After jumping down those platforms and seeing that I'm back in the beginning of the section I actually gave up on trying again only to go back to the center and discover one of the torches lit up - I must have picked up the macguffin without knowing.
The right hand side part was a bit better, but it was still tough to figure out where the platforms on the water were moving with the small field of view for the camera, but at least I did see the macguffin I was picking up here.
On the way back I tried to jump off the platforms onto the beginning as that seemed like what I needed to do, only to hit an invisible wall and fall down. This is despite the fact that that was where I was supposed to go.
The auto-targeting was a bit weirder than last time, I wasn't sure if it was distance, direction, or some combination of the two that got Michiru to target one target or another which was a big step down from the last game imo where I could hold fire while running around and still be assured that I'm targeting something I'm supposed to target.
The Michiru model's vertex snapping also seems to be in screen space, since it gets worse as she gets further away from the camera, to my knowledge no graphics hardware actually does that, it's snapping to integer coordinates in space and then snapping to exact pixels on the display.
However overall I think this is a very very solid entry and it looks amazing, so great job, I'm glad to have gotten to play it!
The concept is really great but the execution leaves a lot to be desired. My main gripe is the map is way too dark and badly lit, which hurts the visual appeal quite a bit (even if I it is supposed to be dark). I was also able to walk outside the map through the entrance door.
The idea of sneaking into an abandoned arcade, flipping on the lights and playing the games is really cool and a good fit for Halloween as well. This has a lot of potential, maybe with a meta-game of beating some of the arcade games to advance to the next area.
Impressively well rounded game for the limited amount of time we had for this jam, with a very liberal interpretation of electronics c:
Wonderful and competent graphics as well.
The puzzles are well designed, and allow for continual introduction of each puzzle element, which makes the up-front documentation of every single element a bit jarring.
My biggest critique would be the slow walking speed combined with how little you see of the level at any point. This makes it so a lot of the gameplay is taken up by walking from one end to another, while having to keep the layout of the puzzle in your head at the same time. It distracts and takes away from the puzzle gameplay imo.
The overall quality of this work - especially for so short a time - is very solid, well done!
Although there was a bit of confusion in the beginning figuring out the controls, it was relatively easy to pick up and understand.
For the combat, I think there's quite an opportunity for improvement in terms of readability. Often I found myself not being clear on who is attacking and who is taking damage unless I'm actively reading. This isn't so bad once you get used to it, but it could definitely go smoother.
I did like the cool ability names that reminded me of Final Fantasy.
The explicit display for when you'll next enter combat is an interesting addition that allows for more strategy of how far you can afford to move without danger, and the fact that more difficult combat scenarios pop up in different (closer to the goal) sections of the maze is a neat idea, and it helps subtly guide the player which is always great.
Unfortunately in terms of guiding the player it leaves a lot to be desired, I get that it's a maze but areas and especially objects of interest could look a bit more unique, so at least you can easily recognize if you had already been there. It hadn't even occurred to me that the final chest was the chest I was looking for until the third time I walked past it.
This is exacerbated by the maze exploration constantly being broken up by combat, after which I lose all context and am once again lost. I think this could be improved if the combat took place in the same space as movement (Chrono Trigger style), or at least the overworld stayed in the background so I could still be anchored to that context.
As it is I took so long being lost that I was way over-leveled by the time I got to the end of the game.
Finally the ending felt a bit abrupt, I think it would have been cool if you also had to escape with the coffee, perhaps without the help of healing stations this time, since you have now learned the layout of the map.
Overall I was impressed by how well put together this game was.
Mostly a well executed game! Letting the player build their first snowman without any threats is a great way to let the player learn the mechanics comfortably before throwing them into the deep end.
The lack of BGM actually adds to the horror vibe of the game.
My only point of critique is there's not much indication whether dropping an item will cause it to get stacked/activated as opposed to just plopped down somewhere. This is a problem when you're trying to stack snowballs and putting a snowball down instead drops it on your location, nearly pushing you into the hat.
Some better indication on whether snowballs are stacked would also be good, I spent some time not realizing that a given snowball was already stacked and not behind the rest of the two.
Solid premise, but there's very little strategic depth as I could usually just level up all my characters and blindly upgrade whatever and still win comfortably every time.
There's some mouse detection issues with the UI which does put a damper on the experience, and when I didn't have enough coffee to buy an upgrade I also mistook that for a UI issue since that was not communicated clearly enough.
With some more thought given to difficulty scaling and strategy, this could be a lot of fun!
Visuals and the overall game premise feel very cozy.
Unfortunately the game suffers from a big communication problem. I had zero idea what I was doing and could only figure it out through significant trial and error. I know there is a text tutorial but text tutorials are no substitute for either good affordance or a proper interactive tutorial.
The add-in names were also sometimes hard to read and if they were in the left half you had to fill them in without being able to see how much you need at a glance.
There is also no indication that I could see of the presence of snowmen if you're not looking directly at them. This made having to deal with them a chore and very unforgiving, as you could get a game over at any time without any warning. Something like subtle spatial audio cues could fix this.
These are all communication issues that I think could be fixed, which in addition to some keyboard controls and ambient sounds could make this a really nice cozy game.
Extremely well designed game - there's not much to do but the RPG/buying mechanics are just enough to keep you playing so you can get just one more upgrade.
The enemies are also really well designed - they scale in difficulty by implementing new abilities or combinations of abilities instead of just having more HP/defense.
The brainrot theme is really consistently and entertainingly implemented. The ending is especially hilarious.
Snowboarding feels fun but it's really easy for steering to spin out of control so I found it best to go straight with only minimal turning when necessary. Once I figured out you could just stop fairly easily the game became trivially easy.
I think the game could benefit a lot from some difficulty ramping, and maybe some extra things to break up the monotony, like opportunities for jumps/pickups to tempt the player into taking risks.
That TTS voice with that BGM goes hard ngl
Sled controls are fun, but the ice seems to always force you to go hard in the opposite direction, almost always forcing you to run straight into a wall or other hazard. It would have been a lot more fun if it just made your controls less responsive. As it is it's kind of confusing.
In the current itch frame a lot of things also seem to be cut off, an inclusion of the full screen button at least would improve things a lot I think.
The skill based attacking/defending is surprisingly fun, and the just-one-more-turn effect is real!
I think there are some major issues with the difficulty curve, I went from being basically invincible by investing all my points into attack, to almost dying, to then investing all my points into endurance and becoming invincible once again.
The gameplay tends to overstay its welcome a little bit. Some things on the interface could also be communicated more clearly.
The graphics are really charming and the visual style is definitely one of the game's strong points!
Hands down the best Game Feel with the sound design, screen shake, hit stops and slow-mo, nicely tied together by the background music. Threats are consistently and clearly communicated. The mechanics are also great and the enemy types complement each other nicely.
Controls felt a bit floaty and hitting an enemy or not felt more like a gamble than anything. Gameplay loop felt like successfully dodging enemy attacks until you get lucky enough to hit all of them.
Overall an extremely competently designed game, very well done!
Very professionally developed game in all aspects (at least for the parts that did get finished)! The use of jump buffering and grace period for jumping after walking off a ledge (although I do think it's a bit too long) is appreciated.
The levels were also clearly designed consciously.
It was a bit hard to play with my Moonlander (it's a split keyboard with the spacebar assigned to the right half).
The autoshooting mechanics combined with the dodging are really fun, and the visuals and music make it a great whole as you can concentrate on dodging stuff while deriving satisfaction from damaging the boss.
I had a lot of fun playing this one!
The starting cliff is virtually invisible so I ended up walking off of it several times. The rotating platforms also seem to get stuck on the rotating phase if you die after it starts, which makes subsequent attempts a bit more difficult.
I think this game would be helped a lot if you didn't have to do that initial walk back to the boss.
I think this game could benefit the most from added polish: sounds, particles, effects etc. especially to better sell the physicality and impact of attacks. The biggest weakness of the game comes from that physicality not being there, especially when your health goes down without you even noticing.
As it is I found I had the most fun when trying to run to the end past the enemies without fighting any of them since running past them untouched seemed to be the biggest challenge until the last level.
The overall feel and aesthetic of the game is really cool and reminiscent of those 90s shooters. With some extra polish this could be a game I see myself playing for fun from time to time.
I have to commend this game for its excellent design.
Everything you encounter is immediately and intuitively understandable.
The controls feel good and reveal a good understanding of game feel.
The graphics and sound are simple but coherent.
It may be a short and simple game, but what is there is very competently executed. Good job!
Very simple but at the same time one of the few games on here where no part of it seems like a chore to play. The gameplay loop was minimal, but engaging. Some of the enemy sprites would be genuinely spooky if employed in an actual horror context.
A reload button would have been appreciated, or maybe I just couldn't find it. Add some more depth and game feel, and I think this has potential to be a great game!






