Thank you for trying it out! :)
The update is in the works.
Thanks for trying out our game!
Biboo's attack is a LoS check, the 4 vents are there to block the attack. The sheathing sound after the cuts signal when its free to come out. (sadly its very quiet and godot didnt really let me make it louder, i will need to enhance the raw audio fiel instead)
4 bosses clearing stage 5 is a bug caused by the system that handles fuwamoco. (If fuwawa dies first Mococo gives up, but if you defeat mococo first it counts mococ twice, adding up to 5 boss deaths) ITs already fixed in the devbuild.
Great game!
Graphics and ambience was good, and the driving felt icnredibly satisfying but i think for how the car handles and how the game telepgraphs the speed the tofu damage is very counterproductive. The game is a bit too punishing. Perhaps a tips segment would be great for people like me who peaked their racing game experience in the old need for speed most wanted. I also felt like the map was too big and a few shorter maps with countdown timers would have been better.
I saw your attached video and i see how the game was intended to be played but i couldnt really do it below 6:30 and i achieved that by avoiding the drifting at high speed and "edging" myself trough the second half of the race to not lose. That being said i won't rate the game differently because i have a skill issue. The game was very fun and i will definitely try more to shave down time. I didnt have performance issues but the gamesize and the way to download it are definitely a limiting factor on how many people will try it out.
Thank you for trying out the game!
There is certainly a difficulty to the game. We had people on the team that thought it was too hard, and we had people who thought that its just the right difficulty or still don't have enough mechanics. We aimed for a difficulty where it can be done without death once people figure out the mechancis which are not numerous.
The dash is actually overpowered a bit but was a necessity to add for fun and to be able to make the fights a bit mroe dynamic. Movement will be altered post-jam to accomodate players who don't like the dash.
We were not aware of the audio bug because it doesnt appear for us in operaGX or edge. What browser and OS did you try it on?
I want to start with saying that this is not generally my type of game. I liked the idea, the graphics and the UI, but the movement system felt very cumbersome to use. If you spamclick you actually go slower because your move resets, but looking at the character just walk around after a click removes that little gameplay from you too. I felt lost but its probably a skill issue, i will not blame it on the game. Overall it's a great start but could use a lot more work (I have read the description about the time limitations). Some music is needed even if its an official holo track to keep the player engaged because the soundless walking really pulled me out of the experience.
I loved everything from the hand drawn props and environments to the humor. I think it is a great start and is worth finishing post-jam.
Critiques:
>Kiara flame attack doesn't seem dodge-able. If it is i accept it as a skill issue.
>First bird fight seem to trigger the battle scene early based on the convo.
>Obviously you ran out of time but my issue is that, that is the only reference to the jam theme.
Very cool idea and artstyle with a very cozy ambience. I really like it but somehow amnaged to encounter a bug where the first paper only has one node and Cecilia is invisible and permanently ...-s but a refresh fixed it. Tried to reach different endings, overall a great submission. (I don't think it's embarassing, its finished and has cool stuff)
The game is pretty cool! I liked the art and the general idea. I think a perspective change and merging the kronii scene and the ingredient scene would have made the game more fun. (For example Kornii showing her back to the customers and the ignredients are on the table just liek now but in front of her) Overall great submission!
Thank you for trying out the game and for the detailed feedback!
Volume controls i cant promise but we will look into it.
Biboo's ability is a LOS check. The sword sheathing sound signals when its safe to come out.
Dialog will be autoskipped or click skipped on restarts in the post-jam update.
More attacks and weapons will be added in the post-jam update but couldn't fit in the jam build.
The dash will stay but sprint will be added. Stage 3 with Fuwamoco will be fully reworked mechanic-wise. The dash wil lstill be essential but wont be a constant spam.
Shiori's mechanic will be telegraphed better and ammo will be mroe abudnant on stage 4.
Thank you for giving Kroom a shot!
There is certainly a difficulty to the game, but it was balanced around being able to complete it without death.
We were inspired by the original Doom, sadly the corridor segments had to be cut from the jam release alongside two other weapons and a melee.
The gun takes out every mob enemy in 3-5 hits depending on type and bosses take 25-35 hits to go down on the main stages depending on boss.
The Shiori fight doesnt telegraph the emchanic as intuitively as we thought, it will be corrected post jam. o7
Thank you for playing Kroom!
The Shiori fight was sadly not as intuitive as we thought, it will be rectified post jam. We couldn't add more enemies on that stage because we didn't have time to improve performance when too many ai are present. Currently its s little breather before stage 5 where Shiori shines imo.
Thank you for the review!
Biboo's attack locks on when the last cut is made and a hilting sound marks when its safe to come out. It is blocked by LOS if you get in cover before it locks on, sadly we had no time to make it lose lock if you get in cover afterwards.
Shiori cannot be defeated by only hitting the enemies, she has a trick to defeat her in the "Tips if stuck" menu, but it's true that Shiori's mechanic is not as intuitive as we thought it is. A little extra trick, if you dont have time to kill the shooting ones when aiming for the "trick" you can focus on killing the novelknights and leave the shooting ones alone if you can dodge them.
Thank you for trying it out and for the review :D
Stage 5 is pretty hard, i balanced it around what is barely doable but still doable to me, but i can die on it too. I'm glad the team insisted on making a normal mode option too because originally it was a one life game.
The feedback sadly had to be left out because we ran out of time but it was planned. There was an impact particle effect too but it caused a one time stutter on first shot so we omitted that too.