Very silly - loved the crashing sound effect when you lose. Good work!
Kenny Programs
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With some polish and more indication about which way the ball is going to go when you draw the line (and I'm drawing from head-to-tail or vice versa?), this would be an excellent mobile game. Once I understood it, I had a good amount of fun with it! I think it's interesting how you can draw another line at any moment, so I used that to avoid almost all the red orbs. You might want to find some way to limit when/where the player can draw to increase the difficulty. Great concept!
This is a neat mechanic! With the flaws sanded away, this could be a fun and frantic experience. I wish the artwork for the food was a little more readable. It was hard to tell what things were, and therefore whether they were finished cooking. Connecting the wires to the microwaves was also a bit finicky. But I really like the concept and would love to see how it gets expanded in the future. Unfortunately, I wasn't patient enough to beat it - "it's a tragedy!"
This game needs more ratings. This is fantastically polished and executed (pun intended!). The graphics look great and cohesive, the sound effects and music are appropriate in tone, and the difficulty curve is subtle but well-balanced. I love the detail of how the tutorial seamlessly blends into the game! Well done - I hope more people try it out before the rating period ends 🔥
A very simple thing you could add that gives the game a dynamic and lively feeling is slooowly increasing the speed of the music over time. You can do that in just a few lines of code in Godot, and with the simple background music, it would work very well in adding intensity.
I found it a bit odd that the player wasn't affected by the tentacles at all, but that could be a neat additional mechanic, forcing the player to run around to block enemies as well.
Really liked the campfire dimming effect. Great entry! 🎉
Great use of lighting - I love the vignette effect that occurs as your darkness meter rises. Great use of background audio, too. I kind of expected that we would be going back and forth between the normal area and the demon's area, because of the first section. Maybe in a fleshed out sequel? Great entry 🙂
Very good visuals! You certainly have that part down. I think the idea is interesting, and there's a lot you could do with it. I will admit it took me a while of staring to understand the pattern of the platforms flickering on and off. Perhaps that clarity can be improved somehow, or make all the platforms behave the same but with offsets (like the first and third are on whenever the second is off, or something). Interesting prototype. I hope you build on it in the future 🙂
Cool idea, and it's a neat storyline. I would love to see your full take on the game, because the branching choices sound interesting. I'm not much of an art guy, either, so these game jams are really great for practicing. But sometimes, it's nice to just borrow art online and focus on the pure design/programming. 🙂 Interesting use of React again! The enhanced interactivity is neat to see. I'm excited to continue seeing the progress you make on your programming journey!
Full of visual spectacle! The hand background was particularly unique - very cool looking! The UI clarity needs some work. It was very difficult to get oriented, and it didn't help that the enemy came on-screen immediately, leaving no time to look at everything and read it first. And I'm really unsure as to when the invincibility frames start/end, so I was always taking damage even though I was dashing everywhere. Regardless, there's a good foundation that this game can build from. Congrats!
Excellent writing! I was very engaged in the story. I don't necessarily think everything in a story needs to be explained, so I felt the parts that were left out were well considered. Assuming I understood it, it's a very poignant ending, too. I won't repeat what others said about audio - the black-on-purple might be a little hard to read for some, so playing with new colors wouldn't hurt. A very solid entry. I enjoyed it a lot! 🎉
The animation of the walls appearing is really cool! I'm gonna have to figure out how to do that myself 🙂 I wish there were some way of knowing how far I'm moving when I take a step. Since the camera follows the player, I can't tell if I'm only moving one step, like a chess board, or if I'm moving all the way to the next wall, like in 2048. Zooming the camera out so we can see the whole playing field would help a lot. Excellent concept!
Great concept! I read the instructions, but I still wasn't quite sure how to find the monster. I don't know what the darkness drops are supposed to look like, and I never heard any creepy sounds, so I was mostly just following the compass when it appeared. But it was fun to figure out, and the monster sprite was very surprising compared to how the normal people looked. Fun!
Simple but very effectively spooky. The low resolution art, slow walking speed, darkness, texturing... it all came together very well to create a very creepy atmosphere. I actually didn't see the monster my first few times I lost - I don't think I was looking in the right direction. So having some way for it to appear no matter which way the player is facing would be ideal.
Excellent vibes on this one. I'd be very interested to see what you could put together in 48 hours 👻
With more polish, I could easily see this in a more complicated 48 hour game jam. The idea is cute, the description made me laugh, and it's got good bones to build on top of.
One minor visual tweak: the color of the mountains and the color of the background are very similar, so I was confused at first when I rolled off the edge. Making them more distinct somehow (adding background, or changing the mountain color, or something) would make the visual clarity better.
Fun game! 🔥
This game actually influenced the direction my game went! I was really struggling to figure out an idea for my game, and since you submitted yours early, I played it to help my creative process. I loved the torch placing idea so much that I had to try my own version 😉 The maze is a really interesting idea! It would be too difficult to do in three hours, but a newly generated maze each time would add some depth. Very cool idea!
It's incredible that this three hour game has procedural generation in it! I agree with the other comments, in particular the one about having an upgrade that increases the area you can mine, so I'll just say that I very much enjoyed my time with the game.
I almost completed it, but unfortunately came across a crash at the very end, and again about a minute into a new game I tried. I wonder if it has something to do with how quickly I was mining? I was holding down my mouse button and traveling in a straight line. Hope you're able to figure it out!
I was looking forward to your game this week, and you didn't disappoint! The story was cute. I like visual novels already, but I really liked that you snuck in some gameplay, too. And your graphics are always so well done! In particular, I liked the music staff over the gameplay segments to show how long you had left. I played it and got both endings. Awesome 🎉
(Also - you worked for 15 hours this weekend?! That's some serious effort!! 💪)
Thank you for the detailed feedback! It means a lot to me that you think it's so well done - I wasn't really feeling all that good about it during development, so it really lifted my spirits.
Regarding point #4, why do you think the movement would feel better if it were acceleration-based? I don't think most precision platformers do that (or if they do, the acceleration is incredibly quick). I'm reusing a character controller I wrote myself, so I could easily turn on the acceleration, but I thought it would be better without it.
I think the mouse rotation needs some work - I saw that you said the web build was a bit buggy, so I downloaded and tried it locally. It seems like when I move the mouse to look around, my character is rotating? Between that and how dark it is, I can't find the lamp button. 3D movement is difficult to get down, much less in three hours, so I'm just impressed you went 3D to begin with.
I like endless runner games like this 🙂 Two suggestions:
- I would make the objects come at the player faster. Then, you could make the jump not as high and fall faster, which would feel better to control.
- Since you're using Godot, you could use the ParallaxBackground node to make the background/ground move infinitely to the left, which would give the player a feeling of forward momentum.
Good entry!
Your web build still seems to be broken, but I downloaded the game and tried it out. I like the fixed camera angles - it makes me think of Playstation 1 horror games. I would love to see a more full version of this. I'm not sure if I really understand the point or the plot, but the aesthetic was great.