Thanks for giving it a try! Yeah, I haven't been happy with the effects on the encounter screen, either. I'm hoping to have a revamped encounter screen for the May jam entry!
JC Sirron
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I get the desire to be put in the action, but you still need to give the player a way to exit your game. It can be diegetic (like quitting the game is literally an exit in the game), but it still needs to be there. Asking the player to Alt-F4 to quit the game is a bit much. If you want to make sure the player isn't getting an advantage while paused, you can keep the game running in the background while they're on the menu. If you keep the game running while in menus, make it obvious to the player.
As for the controls, I'm not quite sure. I think if you put the fire onto the trigger, it'll be more inline with twin stick shooters. That would certainly open up the thumb to focus on the camera. Another option would be to put pan left/pan right on the shoulder buttons. That's more in line with old 3D games. I'd play around with the controls and find that sweet spot where you're not overloading one thumb.
Thanks! I'm glad the world intrigues you. I wanted to put more focus on the mechs, but ran out of time. It's been an idea that I've been wanting to make for a while. I'm hoping that I'll be able to focus on adding more to the mech side of the game in the coming months!
I understand the "scary prompt" windows and anti-virus programs throw, but you're right, it does hurt getting people to try out my games. I've been spending some time between jams to try figure out making a web version of the game. I think that would help encourage trying it out.
This is a promising prototype. I would make the "up" tiles in the underground sections more obvious, since they're only slightly lighter than the traversable tiles around them. I like the idea of digging down and exploring like a little robotic dwarf. If you put effects to make mining more obvious, I feel like you'll be onto something here!
I like the Battle Network style combat in this game! I think you used appropriate music that complemented the artwork in your game. I would consider turning run into a toggle instead of a button press, though. I could see this game needing a fair amount of travel between battles and that would be a nice quality of life change for this game. I'm excited to see where you take it in month two of the jam!
I like the idea of this game, but it may be more clear if you show the player's avatar on the area they are in the card runner. From what I could tell, this game relies almost entirely on chance when you select Top, Middle, or Bottom. If you had the avatar at the far left, it would give the player the option to "see" what's coming and minimize the roulette feeling it has now. I did appreciate the instructions, as they helped get me on the same page as the game. I think this game has potential, especially when animations are put in and make it more clear in what's going on in this game. I'm excited to see where you take it from here!
I like how much you put into this first month! You've gone through and set up enough of the world to be compelling, but not so much of it it's overwhelming. The goblin quest is long enough to give a taste of what you're planning for next. I did run into a soft-lock that prevented me from finishing the quest, though. If you do a long rest in the goblin forest, you'll be taken to the camp screen that doesn't seem to allow you to move beyond that. I'm intrigued where you take this game from here!
Holy difficulty batman! It's been a while since I've done a Guitar Hero game, so I'm a bit rusty. I think this is an interesting idea to center an RPG around, but you may want to start with a simpler (read: fewer key presses per second) song to introduce the players to. If you haven't done it, check out what most rhythm games start out with, difficulty wise. Even when I was playing these sorts of games semi-regularly, I don't think I could've kept up with the demo song.
That being said, I really like the concept of what you're going for and hope that you'll keep working on this and tie the rhythm gameplay in with the RPG elements. I think it could be a fun combo to play through.
I love the intro to this game! It gave me a great laugh. I didn't really understand the combat mechanic, but I feel like it'll be an easier game when I figure that out. I did enjoy the use of audio in your game, too. I didn't get a crash, but it felt unresponsive occasionally when I went through the menus.
I thoroughly enjoyed the humor you injected into the game and look forward to seeing what you do with it moving forward!
This entry has good ambiance and a decent explanation of what you envision for the future of it. I wanted to be closer to Pablo, but if it's going to be a click to move, then the distance from the player's character is appropriate. Without having more to work with, I can't say much more about my impressions of it. I do look forward to see what you come up with in future jam entries for this game!
I liked the initial feeling of the game. I found the camera a bit annoying, with it not following you at all. That meant I was multitasking and having to wrangle the camera while trying to hit the enemies. I did run into a bug at the traitor battle where I couldn't attack, which soft-locked me. Having a menu button on the controller interface would help, too. I really liked this quick slice of your game!
This is very impressive! I am floored by how much you've done with EFPSE and really made something different! I just heard of the engine a couple of weeks ago, and your game frankly inspires me to work with the engine more. Have you looked into using 3D decorations, or is that not within scope? Please, please ignore that question if it blows scope up for you.
This game give me respect for the hard working pinball. I found aiming almost a fools errand, especially if I hit an asteroid at an odd angle. The narrative was fun and light-hearted, but the spinning out of control when you bounced off something lost it's humor about halfway through. I found myself getting tense towards the end whenever I got close, but couldn't hit my target. It's a fun game, but the movement needs to be slowed down or the bumps need to be less chaotic.
This game was... strange. I loved the baddies. They were just bizarre. A banana that throws smaller bananas at you? And with all these things throwing stuff at you and all you have is some weak kung-fu action. Capping it off was the head continually getting ripped off after you die and get hit again was what really sealed it for me, though. I'm not sure what to think about Garbage Man, but it definitely is memorable!
This game was challenging! The amount of blind jumps was definitely frustrating, especially without points of reference while in the air. I think this could be alleviated if there was a background or something that indicated how far the mouse has moved horizontally. That being said, it was definitely polished and looks great!