thanks for playing and yeah, the frustration is sorta the point.
It's based on other rage games after all. I'll keep it in mind though
The slowing of the punch before acceleration was my attempt at a hitstop.
I got a lot of criticism, saying that they wanted more oomph in the punches, but, like you said, it's kinda awkward.
In Unreal, physics objects ignore time dilation unless the entire world is affected, so the reason it takes a second to accelerate is that I'm altering the flow of time the moment you punch. I might have to put an option in the menu to try and ease that so thanks.
And yeah, I'll look into more air control.
This game was a lot more relaxing, albeit there were horror elements, but taking my time making a meal without a time crunch felt nice.
The biggest gripes I had with the game are the abrupt ending, which left me more confused since I wasn't sure what was happening.
And the fact that the game was too dark even when I had full brightness on my laptop on, making it a struggle to reach the breaker box in the fridge.
The sound design definitely made me paranoid at times though so props to that since good horror games need strong sound design to flourish.
Overall, weirdly relaxing game that can make you jump at times.
I wish I could say I had fun, but this game feels extremely unpolished in terms of design despite how good it looks for a low poly game.
The process for collecting treasure is unintuitive, and the game feels like it expects you to know what to do even though you have little to know knowledge whatsoever. And on to the fact that you need to do absolutely nothing in order for stamina to recover, and the questionable control scheme for everything, it's a constant struggle just to walk around.
There's also a certain level of uncanniness to the voices and style that I feel like was half-baked almost as if whatever was used, wasn't human.
Overall, it's like a tasty-looking meal that feels undercooked. I feel like the game could work but it requires some severe overhauls
You ever seen Cobra Code, I have a feeling you watched some of his content.
The graphics of the game are immaculate, and I see a lot of potential for worldbuilding and mechanics, though it sometimes felt clunky in combat. My main gripes were with the jumping, the enemy projectiles feeling unintuitive, and the terrain sometimes being unclear because it feels like I can scale some slopes but can't, or walk on slopes I feel like are walls.
The cooking mechanics were honestly the worst since it came out of nowhere and I had no idea what to do, so I had to restart (and if wasn't bad enough, restart put me in the beginning of the combat phase)
Game has a lot of potential though, and with some tweaks I'm excited to see what can do in the future. As a fellow Unreal Dev, I appreciate what you can pull off with the engine.
A really solid puzzle game from beginning to end.
I was mildly confused at what to do at first, but once I figured it out, it was smooth sailing from there.
The art wasn't my thing, but I really appreciate how well built all of the puzzles were, and it made me curious how the story unfolds after Olaf loses the thing in the box
This might be one of the top games in the jam in my opinion.
The style is so unique and quirky, and there's so much worldbuilding as well.
I only had time to do 4 concerts, but my run was really good, and I really wanted to play more if I had the time.
This is a personal critique, but I wish the feeding system was more intuitive. As though I was able to manage feeding the boys well, I wasn't sure what foods they liked once I got new foods to buy.
I'm also not a fan of time management games, but I'll make an exception since I had a lot of fun.
Really wish I could've saved my progress though.
Thanks, I will say, the frustration is intentional, the game is based on "Getting Over It" and other platformer rage games.
As for pushing, I've put some thought into it and from a lot of observations, pushing can actually be a lot harder than punching depending on the situation. I've tried to limit it, of course, but it just didn't feel right in the end, and I personally don't mind if people do "No Punch Runs" if they want. Those types of challenges will be even more frustrating in later levels, especially the new ones I'm currently designing.
Anyway, thanks again for the feedback, and I hope you play my game again once I hopefully release it this winter.
Interesting Story but the game felt flat to me.
Sorry, but the open world felt empty and I saw no point in walking around after while since there wasn't much to do. Combined with the fact that I moved so slow, the lack of running, and how far some of the waypoints were, it just felt like a prolonged walking simulator at times.
The story was the most gripping part of the game so that's good at least, but it could be better. It lacked the rpg elements I was expecting, and I didn't feel threatened by your supposed bad guy.
Kudos to the Voice Acting, if it is Voice Acting.
A Fun Challenging Platformer with a unique control system and some interesting puzzles.
The sound felt a little quiet at times though and I felt like some of the puzzles like the security bot bomb and the puzzle I was stuck in, could've been told to the player better though.
But a fun game overall.
P.S. Add a proper quit feature to the downloadable version
Actually I usually don't mess with the settings of volume in a game, and more my laptop.
Games I usually play need the computer volume set to 20 but your game needed me to put the volume at 10 for some reason
and I just realized I was talking about a completely different game lol.
my bad.
Maybe it's more of a problem on my computer
Quite a relaxing game, though I was pretty confused after a whle, mostly because I was fumbling with the Tutorial and stuff. Still pretty fun, although I wish there was a better explanation on how the plants worked.
I was also unsure whether or not I won or not given that I cleaned up the area until after I quit where I remembered the button.
I see what you were trying to do with the tutorial, of course, but I think there could be some improvements on telliing players what to do.
Music could also be a little louder.
The game is quite vibrant and the artstyle is great, but the gameplay felt unintuitive and left much to be desired. It felt like everything went by to fast and the few moments where I was able to process my thoughts was only when I was confused. The volume at the start was also too loud and I had to actively lower it since it hurt my ears.
It feels like it could be something better, but it's just not up to par just yet.
Hi, Kamataya Here, I gotta say, other than the clever, simple graphics you guys are using, these puzzles actually took some time for me to think about how to approach things.
There are only two gripes that I had with the gameplay, and that was the levels that had me removing limbs everytime I teleported. It's a good idea in execution, but I felt like it could be something explained in the tutorial even though I was eventually able to figure it out myself via trial and error.
The weakest level in your demo was the one with the falling spikes, and I felt like that was more chance than an actual puzzle, at least compared to the levels before & after the level. Other than that, Solid short game.
Hi, I'm Kamataya, an Aspiring Game Dev and a Pngtuber Streamer on Twitch. My main game engine is Unreal, but I have dabbled in Renpy in the past, and I'm hoping to try some other engines like GZDoom and RPGMaker in the future.
I started Streaming Last Year, and I usually stream my Game Dev and Gameplay over on Twitch.
I'm on the verge of completing my first ever commercial game and I'm hoping to get it out by Winter, and I figured this Jam would be a good way to market it as the gameplay is pretty streamer coded.
If you want to see me and my shenanigans check out these links here:
Twitch: https://www.twitch.tv/kamatayareaper
Youtube: https://www.youtube.com/@kamataya_reaper
Bluesky: https://bsky.app/profile/kamataya.bsky.social
This is my first time in this kind of event, but I'm looking forward to seeing what others have cooked up.