chrome, yeah it's very weird
Jfred
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if this doesn't win seriousness WE RIOT
seriously tho great game, out of all the chair spinning games I played, this has the most comfortable controls, I just wish we could see our guy's orientation through walls but that's a small nitpick
the humour is on point, the music with all the corporate talk vocal samples really nailed the fever dream aesthetic, genuinely everything works perfectly together here and I hope it scores well on all fronts, good stuff
this is great! love the artstyle, very nice and short, I think the difficulty is a little daunting at first but the path is always fairly straightforward, the concern is mostly a motivation thing where it's easy to feel overwhelmed when loading into the later levels, but that's a natural thing with this kind of puzzle progression, it looks very busy very fast, but once you actually go through it's really nice
Resetting the level doesn't work for some reason? All the progress bars are broken for me, I'd be curious to know if I'm the only one this happened to, and why, I can't skip the opening sequence either, it's like they're trying to fill but randomly stop up to like 30% of the way, sometimes they don't even start filling in to begin with, very strange
Nothing game breaking tho, other than that, super clean game
alright this is awesome so I'm gonna try to talk through everything I could think about
Conceptually I think there's crazy potential with this, I especially liked how the audio actually reflected the harmonics being tuned to the music, it's a very nice detail that I think carried my enjoyment throughout, also the adaptive music across the chapters was a really nice touch
Personally I'm a little sensitive to panned drums, I think especially for this kind of edm you want your drums to be very front and center, this kinda felt like one of those 8D rotating music videos and it felt a little gimmicky (but maybe that's just me, also maybe it's supposed to leave space for the sine waves, I can't complain if that's the case)
otherwise the music is really good
As many have pointed out the controls did feel a little confusing, but I like to think the confusion was intended for challenge, if it was a simple x-y coordinate conversion it would be way too trivial so I actually kinda like that there's weird unpredictable inertia (even if I'm guessing it wasn't intended that way)
Visual communication isn't perfect as you mentioned below and could help a lot in that regard, but I think the attempt to make a gameplay loop related to audio engineering concepts in general is so risky for a massively non-musician audience that I have to respect it - one thing that maybe could've helped is making the spinning slower? It looks very jittery even in the windows build, but I imagine the speed is related to the actual frequency sooo yea idk, something to think about
The fact that there's multiple different ways to see the frequency as you change it is also a risky move because it can clutter the screen a lot and it can be tough to quickly intuit where to go and what to do, but it makes thematic sense (it's supposed to be a really complicated control panel only Alanteria knows how to work with after all)
On my initial playthrough I only looked at the target frequency and tried to precisely match it, it took a bit of time but it was while I was still figuring everything out, and then the second time through I could speedrun the levels by looking at the circles position for big differences and the error value for small differences. Everything eventually had a purpose, which is really cool, but it did require me to play the game through twice. Maybe you could add some incentive to speedrun a couple levels, if you ever wanted to continue working on it? or some other way to incentivise looking at different parts of the screen, I think the game feels best when you try not to be precise and just do it by feeling, which I never tried to do when I finished the game the first time around (and that first time around was a tiiiny bit boring)
And story-wise I love how grand and overblown it is, but again, it's a weird balance to strike between thematic fluff and clear gameplay directives, the lore exposition between every chapter is very in your face and it's a little scary at first because it feels like you're required to read everything to play the game, when actually no not really, in my mind it could've been a dedicated side panel that you can choose to open to learn more, or something like that
Anyway, great game, could easily be expanded upon especially if you introduce other audio engineering related concepts, it's an absolute gold mine if you decide to go in that direction, but I digress
this was a very rambly comment but I really liked your game, nice work
This made my speedrunner brain very happy
I don't think I can overstate how good this feels, making a platformer is deceptively hard but this just ticks all the right boxes gameplay-wise, audio is phenomenal, it has a very distinct look and excels in visual communication
5 stars all around, super serious game
thank you for making this game
seeing a lot of activity on the discord surrounding it so I thought why not give it a try? Absolute banger, this is exactly the kind of game that deserves to win game jams, it's a huge risk because we often prioritize quick and fun gameplay loops but this kind of self contained puzzle adventure can give a greater payoff than any other game could (and it absolutely did)
The theme was super well incorporated into the design of this too, and figuring out the mechanics themselves as a gameplay concept is really hard to balance but it's done so well here, I can't stress enough how much of an incredible example you're setting
and I LOVE the pretentiousness, we need more pretentious games with crazy self-important lore building, genuinely a 10/10
this is pretty cool! Definitely a concept that deserves expanding on, maybe with a slower progression that lets you start out with only 1 or 2 normal bullets and the rest is empty so the special bullets you buy are a lot more strategic and impactful
I really think you can take this far, I can see the vision, nice work
Out of all the games I played this jam this is the one I had the most fun on
The only feedback I can bring up is sometimes my quick scopes were a little too quick and registered as noscopes but whatever man it's a tiny thing, just gotta understand the timing for it
Stellar presentation, incredible concept and theme interpretation, genuinely loved every second of it
the game feel is perfect, every little particle and animation adds to the flavor of everything and it's all so cohesive, the sounds are crispy clean, 5 stars all around
this game is the very unique position of being really hard but not unfair and gives the player a very accurate idea of what the game offers despite its difficulty gating
I think bullet hell games in general have a very niche target audience and so I'm maybe not the biggest authority on critiquing one but I had fun playing a couple waves! For a first game this is super impressive, keep it up!
looks pretty nice! I think a big part of the friction in this game is the randomness, the blue monster seems like an impossible fight even with upgrades, and resetting is inconvenient... I also got soft locked in the fight after getting the gnome exchange, the background was all blue and I couldn't do anything
Overall I think this is a nice idea, I can definitely feel the Slots and Daggers influence, but in my opinion, making encounters somewhat scripted is so much better than making them have a random probability of being impossible! I sadly couldn't reach the end but I would've loved to :(
Maybe this is a skill issue on my part but game jams do favor prioritizing easy and fun gameplay (you got the fun part tho! Spinning the slots has a nice feel to it)
ok this has potential!! First thing that comes to mind is, would be nice to have some reason to use the formless blob! Otherwise it feels kinda pointless, but there's an idea behind this I can see the vision
Generally fighting the engine's random friction inconsistencies is very common in beginner projects that use built-in physics, which is why I like to advise people to try coding their own gravity and inertia and stuff
But for a first-timer this is really solid regardless, congrats on getting something out!
This is nice I enjoyed it! Some quick obvious feedback would be, a main menu button/keybind in-game, maybe some communication on the gravity switching mechanics, like the platforms become a different color or something, also I would like to have a keybind for respawning to the last checkpoint without having to wait the fall
Reminds me of Marble's Marbles, works very well for speedrunning if done right, keep it up!
WOW this is crunchy, I love the concept, clocks by themselves are in general a really cool stylistic image you can do a lot with, and this is exactly what I wanted to see, I know how hard it is to nail down a balatro-like concept like that and have it be immediately understood by the player so props on the game design
adaptive music is a nice touch, the visual feedback could be a little snappier and stuff but whatever for a game jam game it's a 10/10 no notes from me
ah that 's my fault then, sorry about your experience :(
maybe the console indications are a little too vague? I'm curious to know where exactly you got stuck
so basically you have a radar scanning for planets, you can move your ship around with left click, and once you find a planet you can begin an expedition to it, where you can move from tile to tile with left click, collect crystals to upgrade your truck, and you need to go back to the starting tile to end the expedition before you run out of fuel (you can see your remaining fuel on the right side panel, it's basically how many tile movements you have left)







