the gameplay is total filler, but the story was pretty funny. Great job.
invadererik
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This is after my first play session. Game crashed in Chapter 3 in the wolves section.
There is lots to look at in this game, I see you flexing your skills, Godot and all.
Well done on the pixel art and the little animations are sweet.
Gameplay feels pretty smooth, congrats there.
I think a few things could use a bit of polish here or there, or just my opinion:
* The story feels a bit jumpy (I'm not a fan of time travel, so might be more of a me thing)
* I feel like there is too much UI and I keep on missing the objective or loosing teammates. Maybe some colors could have been brighter on the minimap?
* There is a bug/weirdness with the war room where you can select a mission but hover over another button will change the visible or selected state.
* The mouse controls feel a bit much, thankfully I can hold down left button but right button I'm pressing it a million times. This probably plays better on a controller?
* Difficulty is weird to gauge because I can sorta survive by saving characters. It feels weird, like somewhat easy cause I keep coming back but also hard cause I die so much. Maybe I just need to get used to it but at the same time, its too much, like I start getting bored because its easy or because the skill I need to learn is not interesting and the game just seems so chaotic that I feel like I don't want to invest time. ( maybe a first play issue)
* I'd like more visual feedback when hit maybe red blinking instead of just white, screen shake ? arrows to lead you towards your fallen comrades ?
That's all I can remember on this first play, anyway, lots of game left to play so I'll try to come back and update here if the rest of my playtime changes any of the above or adds to it.
Anyway, congrats on continually making more ambitious games and this release !
Hi, thanks for playing!
Unlocking the "god" phone and catching Lux at a lie in the conversation where the only two puzzles we got in there.
The conversation puzzle is less finished ( needed some tutorializing ) since it's super unclear at the moment.
Unlocking the god phone is fully implemented, but it's a tricky puzzle, you need to both get the order of and numbers to dial to unlock it.
To get the number to dial and color order you just need to inspect the room and go through everything. To get the missing numbers you need to observe the lamps carefully when you interact with them. Finally input the number into the phone correctly and dial. ( Although the payoff is minimal at the moment).
Yeah good point about being able to disable the voices, I got those in there kinda last minute, so didn't have time to add a toggle to them.
The UI clunkyness, was there anything specific that was clunky? I felt it was ok, clearly it's mostly programmer art at the moment, but didn't feel like it got in the way much, given that it is barely used anyway. However, would be good to know what you felt was clunky about it.
I think we cut the outside of the apartment scene, but initially that was a transition.
Overall we over scoped and the team had plenty of real life curve balls during the jam, so we only got a small slice of it together.
Sorry for all the work in progress, glad you enjoyed parts of it!
yeah the ball game seems to make sense for the first part ( maybe shes playing that game? ) but it just doesn't make sense for the rest.
Also what the heck, whens she coming back to the other world ? I thought that was going to be the gotcha at then end. Would have been funnier if we see the little prince guy as part of the blast.
That was actually quite entertaining, with the exception of Music Music music that was a bit too much in that one section. But it was funny in a small dose later on.
This is SBIG entry quality. Pretty amazing that you were able to make that much content (granted reusing code/assets from before) but its actually quite a lot for the little time.
I guess the game part of it is mainly there to... not just be a VN ?
Its short and nice, if somewhat of a repeat of See Who I Am .
I guess I hope it ties into the other story line and
looking forward to the bigger meta developing.
oh yeah I forgot I played half of this already... was fun.
Bugs:
Jungle mission I went backward and got stuck in the water after wandering the map. Should probably block the back route.
Sakura blocked the hallway to the end part of the museum guy rescue, could not get past her, had to reload.
Not really a bug, but probably good to add an auto save point after the museum shootout and the truck ride.
Nice cliffhanger there at the end ... Vestiges, Is that a Vox Machina ref?
Russian Weiss is totally a double agent, just saying =}
music, sfx, and sprites are nice... the gameplay is fun at first but needs something more since you get bored quickly. On desktop the accuracy is not enough, if sprites are too close to each other you will get fails even if you try to nick a corner, but I assume on mobile the accuracy would be bad regardless, so game gives you a bit of lee way with fails....
anyway its nice, but needs some interesting concept or challenge to add to it.
oooh is this the 1 Unreal entry of this year?
OK this actually had a good amount of game play, surprised =]
Its a good start... I dont really understand why the magical girls are mushroom girls fighting mushrooms... but ok... the art is nice...
The level design is good, the monsters and powers were fun to fight and use....
This game just needs a bunch of polish (everywhere) !
1) hit reactions and animations for bad guys and good guys
2) fix aiming a little bit ( provide a crosshair maybe? )
3) show cool down of powers
4) lots of little graphical glitches (shadows, flying polygons, kinda not so great cartoon shader effect?)
etc.
Anyway, this has potential.





