Additionally, where should we submit/send them to indicate that we have added the API and would like Vedal to play them?
KamikaziDev
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What's there is mostly well polished, the art and design looks beautiful. However, the inability to find each other and the lack of communication of the signal mechanic (also that the drones don't do much) kind of hamstrings it. There's a lot of potential for a really fun game, it's just a bit unfinished.
Hey! Someone else who made a turn-based game with a CPU mode!
The game was super fun, the sound was well-executed. I assume the fact that you can't see where your opponent puts their items is intentional, it creates a fun game of chicken in terms of drawing from the chests. Occasionally the AI would just not finish taking its turn and softlock me, but that's probably a pretty hard bug to fix.
Edit: I'm curious how you implemented the AI. Is it just a layer on top of the base two-player mode but automatically performing actions?
So. Much. Fun.
The emails were really well-written, I loved the storylines going on across them (Ben best :3). The effects for each email felt good, and it never seemed to run out of unique e-mails. Eventually I started picking up on a pattern in the writing of each e-mail as to if it was phishing, but even then it was still super fun.
Really quite fun, I could play this for hours with a few small adjustments. The menu is clean, the art is amazing, and the gameplay loop feels good. The inclusion of lots of counter spaces and the settings menu is the cherry on top.
I wish the movement speed was a bit faster, it felt a bit frustrating to trudge along under a tight timeline. Additionally, I could not get past day 2 as the drink they asked for required a lava lamp which I just could not find.
Also the story was really good, it felt engaging and actually relevant to the gameplay.
Surprisingly fun, the recall mechanic was super cool. I do wish the controls were explained ingame or some form of teaching the mechanics happened, but the fact that a help menu exists is a huge bonus.
The mouse sensitivity was a bit high and the FOV a bit low (although I'm biased, I play on pretty high FOVs usually), and I was able to cheese almost every orb with some cheeky airstrafes, but all in all a well put-together game!
Upon submitting my project to the jam, I got followed by a couple of accounts who all have a similar creation date and amount of accounts they're following. I'm not sure if this means anything, but I figured I should report this somewhere so the moderators are aware.
Edit: They all have very similar naming schemes too.
Managed to get the WebGL to work with some really strange window finagling.
Game was a bit difficult, it felt like a lot of enemies would instantly hit me upon me hitting them (which is probably just my skill issue) and the non-regenerating health was brutal. Super fun, the story is a nice touch and the graphics are really good. Very well polished, even if some of the effects are a bit too much on the eyes.
Very unique. Interesting gameplay, clever concept. I did initially struggle to figure out what exactly to do, but got it pretty quickly. The sounds were a bit harsh, although they sounded like they were stuttering so that's probably on my end. The art looks good, and I'm amazed at how in-depth your difficulty settings are.