wait till you see the outro cutscene!
kinkeyding
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thanks your your kind and detailed response... and thanks for playing! this is exactly the experience i was hoping to provide: frustrating and challenging but fun and deep and 'master-able' I intend to keep working on it and dialling things in.... esp re the jump mechanics and ricochet. Remember you can bounce the opposite way you jumped and also you can still perfect land after one bounce - the timing window is just tighter!
Honestly one of my favs.
I will say things got really hectic and the automation system was quite vague but with the hell demon framing i guess that might have been the point. Some of the controls were a little obtuse, but honestly felt like a steam release and easily could be with a bit more polish. Very fun and immaculate vibes. I loved when he said 'my hands broke after 8k boxes' and thats right when my game start lagging giga but also fun. So much confidence in the art and presentation and narrative framing. Very cool game! Probably my fav so far!
randomly pretty fun, always interesting what adding a simple upgrade tree can do for otherwise simply gameplay (and thats a not a bad thing) had fun clearing the table, game feel was good, sound effects were a bit repetitive especially once you powered up but the power fantasy was real for sure.
Maybe it is a time constraint thing but I felt like the upgrades were kind of arbitrary, or rather it was missing that 'one more thing' in terms of tension or challenge that would turn it into a more roguelite / deck builder experience. Maybe thats not the fantasy of incremental games as it just moves in one direction -> upgrade and do the action better. Like for instance i saved up for the magnet early on but it barely made a difference and probably slowed down my whole rune. Anwyas not a game I would have every thought of! Very creative and I enjoyed my time with it.
Love the OS ui element and the meta progression of game outside the counting game. I really appreciate teh world building and how many files there are to poke around in. Feels like im not a smart enough puzzler to figure it all out. I found the crash log and am i guessing i type that in as the code when it gives me 5 pieces to like escape the computer. Feels very well crafted and like an escape room in a box. Great work!
wow sounds like you got to the end? (with your last sentence reference) and thanks for your input. I had to just sort of make decisions to get the game done on time. Lots of design spaces to explore like you said re WHAT is communicated to the player and how expansive the movement system is. I am a long time Melee player and a lot of my favourite games are getting over it, rage type games, N Game way of the ninja. I guess where there is expression and emergent 'tech' in the movement. At the time of the release i didnt fully iron out every quark of movement in this game just wanted to give the player ideas. Im not sure like how spike damage works ATM. Overall its supposed to be spending a heart AS A jump verb to chain together long committed jumps. Like you use in it in 'pls' level at the end but right now it doesnt bounce you in super fun or predictable ways.
As for perfect land, yes you can perfect land every jump thats sort of the point, but you can also perfect land after the first bounce so you can get range AND mitigate damage. Additionally there are lots of ricochet states or situations where you need to perfect land to mitigate damage and its not as intuitive as it might first be, so yes you 'should' always be perfect landing, but there is still skill expression in how proactive you are about think about perfect land, or when you choose to perfect land (first or second bounce)
Like i said I still think there is lots of exploring to do with the basic jump mechanics of this game for skill expression and emergent behaviours. As for the aims of this version i think i showed myself its a fun enough playground. Level design, as you may have seen, gets very rushed towards the end. Thank you for your feedback and thanks for playing!!!
yes the game is artificially hard and punishing because i did not leave my self a lot of time for level creation and refinement :( .... I thought i had to hard commit to the deisgn consequences of spending coins. If you play efficiently in the earlier levels you can build up a large amount of both hearts and jumps to make the later levels more forgiving... how far did you get?
very creative take. Its like minimalist civilization sim. It was reflective and made me weirdly reflective about consumption? and capitalism? Like it was weirdly mournful im not sure if that was your intention but cool none the less
From a design perspective I wonder how wide the play space could be... Like right now i gues the main goal is finish as quickly as possible (clicking speed) but also maximize economy / prioritize upgrades at right time? I wanted to think that way but quickly ended up devolving into spam clicks and felt more like a virus scouring the land... which is also ok .... but i liked the idea of needing to be more strategic too.
Anyways very fun lil experience and thanks for building it! Cool application of count down in a way where i thought: Wow why didnt i think of that??
oh wow, thanks for the clarification, I should have read the description better.... In that case sick and pog. Ya maybe there is some more analog schmuz you could add to the asset pipeline, but at that point i'm just nitpicking. Was a very fun and creative game. Probably the most memorable for me so far I have seen in this jam!!
certainly very quirky and fun, 90s scrap book is a cool aesthetic. It does feel slightly sterile cuz its clear these are online photos. I wonder if you could get a lot closer to the grunge raunch vibe by just buying a magazine and drawing on it IRL to generate real textured assets... but tbh very fun experience and very artful. Thank you for making this!!
wow very interesting concept for sure -- im a pair of feet!!
3d world ambitious but felt fine. The floating lift was very slow haha. but I like the design idea of losing your abilities slowly and then you have to path accordingly. sort of like an encofrced speed run. I beat it second try in about 1.40mins i just turned int oa start at the end. Art obviously just in draft stage and a bit confusing which abilities i had attached etc, could have been a hud element but honestly had fun and was a creative little fun game. Could definitely see the design space expanding out to be fun
pretty neat lil game, like the vibe. Feels like its almost asking to have the beats be in time with the music like that necrodancer game. The gun enemies are quite difficult. Wondering if its intentional when I slash the spawn before the enemy shows up they don't spawn. Out strafing enemies was fun... kewl game!
