I really like your control scheme, and theme and cute graphics and the interesting way the world turns.
I could see this as a great mobile game.
Falling, or accidentally turning when you didn't mean to was really rough and punishing. I would love to see a bunch of checkpoints in there so I could see how to progress, and be able to make incremental progress on some of the trickier jumps.
Doug T
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I like the story and characters and narrative, super well done.
The game-play was a little rough and unforgiving because I died by touching walls. Why wouldn't Mr froggy just start walking the other way? If the walls need to be death from a game design perspective, make them look more dangerous.
Concept was a little like VVVVVV so that was interesting
Because I had a question or two about it, I used the Randomized Prim's Algorithm for maze generation. You can find the explanation for that on wikipedia
For the path finding, I made my own recursive limited depth search. 
It essentially returns the next step adjacent to the start that is in the direction of the goal. It works well for me because I don't have any loops thanks to the Prim's algorithm.

After making the maze I know which cells in the grid are always open cells and which are always closed, and which are walls, so I put coins and such in the open cells, and doors and fires where walls used to be. Skelly always goes from corner to corner, the goal is always the bottom right and the player starts in the top left.
The camera moves with the player. The player isn't the skeleton, it's the blue circle that spins or moves forward as you hit the spacebar.
Thanks for your comment and playing. This helps clear up why some players were confused.
The game is actually complete and operating as it ought to, it's just missing clear instructions to the player.
Ooh man, thanks for your comment! It helped me figure out why some people were confused. And I double checked the camera and everything!
You are controlling the little blue circle thing, not the skeleton. The skeleton patrols back and forth, but is more like the antagonist. Its his labyrinth that you are snooping in.
You're not the only one and this is a communication problem from the game.
Best one I've played so far!
Great movement and drifting, intuitive controls, clear goals, good feedback, awesome music and sound.
I would like to see some more destructable things in the store, like knocking over a stack of boxes, or things falling off shelves.
Maybe give me a stack of boxes on the truck so I can watch them wabble and fall.
At first I thought my frog was going to be jumping along the lily pads (cause of "frogger" in the name)
Then I was like "oh ok, this is a scrolling shooter. Heck yes, lets kill some stuff!"
Finally I was like, "Why am I killing these green snakes, OOH WAIT! I'm giving flies to the tadpoles"
There seemed to be a weird difference between the feel of the mechanics and the positive themes of the game.
Visually it was great! It had sound, so thats good too!
It was discouraging to realize that there wasn't going to be an end, and I can never succeed. I only have to give up at some point and not feed my children. Maybe if there were phases or end points occasionally to say "You are doing well" it would be more encouraging.
I love this! I wish it started giving me small words instead of just letters all the time. Of course the visuals are a little rough, but the gameplay is there, and I'm impressed it did such a good job at recognizing my dashes and dots
Ask and see if you are able to update it for tapping on a phone. Everything seemed to work on my phone except for the tapping part.
This has oddly got quite a fishing mini game feel to it. (Like stardew or something)
I wish there was more visual feedback such as bullets or smoke or explosions or something. It would feel a little more dynamic if my or the other cars swerved side to side sometimes too.
I am so sad there was no audio.
Thank you for making it mobile friendly too!
I love the mad-max-esque theme, and the controls were really intuitive. Good job
I'm so excited for this revisit to Sentinel!
your previous submission to MechJam III was my favorite from that jam.
I just compared the two and had forgotten that the first one was Unity instead of Godot. You do a great job with the immersive UI and really feeling I am in the cockpit.
Of course I would love some of the additional polish found in the previous installment, and I'm so interested in what you are planning to include for a heat management system.
I would love to see a more full featured vertical slice of this!
1v1 battles? Missions? Campaign with conserved resources?
This was a nice distraction. I think it was a good choice to do this low key jam instead of Brackey's for me.
Something about working on my big main project makes me need to do some simple distilled games sometimes.
Here is my idea of minimalism in a game; One shader, four colors, One character controller, 10 short maps, and a simple goal: Get to the white cube.

Sorry for the windows only build. If it is a problem, I can make a web build, but my shader doesn't work in the web version, and the game is much worse for it.
I think your sound design and music works very good! A great take on the vampire survivors like.
I'm really nitpicking here, because overall it was very solid:
I was just a little confused at first about how to remove weapons. Turns out it made sense, but I thought it was only Q. Maybe have an eject suggestion show up when out of ammunition?
I like managing your heat, but I think I would rather it be connected to something else, because just blasting through a weapon is nice and easy to do because by the time you're done, there are usually 3 more weapons to pick from.
I like the multitasking of juggling two mechanics at once a lot. I think I need more feedback on both the left and the right half of the screen. The left half for when I get hit or how I get damaged, and how my weapons work. The right for which checkpoint is worth what? Why would I go to one over the other when they all look like they have the same benefit? Maybe some are more dangerous/rewarding?
Really good animations, I love the sound, and the portraits / dialogue. (I didn't read too much of them cause I was busy) but there weren't too too many, which was nice. I love the combos, I wish they were a little more forgiving for the timing. I think my laptop keyboard ghosts a bit, and due to my dis-coordination I wasn't able to do the mid-jump-attack-dash thing, but I know other people would really like that.
I experienced the crash, but other than that you got pretty much top marks from me. I could see this being a series of short episodic games.
Edit:
Ok, on a second play through, I left the train, and found points of interest to destroy!
(I guess my eyes were too busy to notice the mini-map the first time around?)
The only problem now is that I never got in my mech, the danger level never went up, and I was able to pea-shoot the boss and win and just walk back not having found any additional guys. Maybe make the danger level go up with your distance from the train too?
I really enjoyed the bullet heaven/hell feel of this one! I love the control explanation window, I thought that was a nice way to give me time to learn them. The sounds and visuals were all top notch. I especially like the cracking glass.
I only have some nitpicky things: I played for a while and felt like there was something else to do. I never did get the train to move, any weapons to swap, or what not. So mainly confusion on how to progress. If this is coming in waves, maybe show me a timer for when the wave will be done? or highlight the thing I'm supposed to do or collect.
I was able to get tons and tons of new mechs, but I had no idea how many were standing on top of each other.
I love the sounds you selected! The game runs smoothly, and the art is all in the same universe the lighting and effects are well fitting and good too; not over-done.
Controls wise, I was having a rough time clicking quickly (RSI) with the first mech option, i liked the third option best.
It looked like my bullets disappeared after a set distance, which was really disappointing on being able to snipe guys from far away. Also I think the bullets go to the right a tad of the aim reticle. (not sure)
I had fun with this, the multiple enemy types were good. I wish I had something that was a little better than slowly walking left and right to avoid getting hit. Like timing a shield or better cover or something.
Ok, not sure why but the whole time I was moving forward and to the left on my own. I don't have any additional extra controllers plugged in. I wasn't quite sure about how to activate the controls either, and wasn't able to use different items.
I used the download, and am on a windows machine.
This is on my work computer, so I don't have all the privileges to know exactly what is going on with it. I could try it at home later.
It is a very good vibe you got going on. I think the intro text is a little long
Thanks for playing it!
I was really trying to go for 3 very specific player experience moments
- The player being brave, and just trying something even if they don't understand anything. (I probably gave too much time to poke around, and the one-button mode makes this one kind of weird at the start now... )
- The player having a perspective shift from being in the game's program to being in some isolated location interacting with a computer that is interacting with the program (to promote immersion).
- The feeling of dread when you know you advance time by typing, and aren't sure if you have enough characters left before you trigger your own death or edge on by, but continuing to type anyway.
I think your mech is really cute! I love the idea of using a mech as basically mining equipment. I would love to see your full concept fleshed out for this.
good lighting and camera. I liked the character controls and mech controls too.
I had a bug where after going forward for a while on foot, I tried to get back to my mech, and I fell off the floor, as it was no longer there.


































