Thanks! Looks like I play it like how it "supposed" to be instead of how it "can" be. I should be more careful on testing.
Laster33
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I like the visuals and audio. Its higher quality then I expect for a jam. But I had to restart 2 times because of bugs.
At first one, an enemy stuck inside me and follow me everywhere. When I move on single directin I managed to make same distance. But when I hit, it takes no damage. Enemy cant deal damage too but anmiation plays.
In second one, after killing the boss I entered the bottom-right door which leads to complete darkness(brown you used in game). There wasnt even character and nothing works so I had to restart again.
Also, not game breaking, but Jack can give infinite money.
(I understand that its hard to properly debug a complex game like this during game jam, but at least having a way of loading last checkpoint would be nice. Like holding down select.)
That double interpretation of the theme is very clever. Color palette feels similar to gameboy but more vibrant, I like it. Random map generation adds to replayability, my best is 75.
Also I notice that you used Godot this time, me too. My first impression is that Godot is very capable of 2D games, it already seemes better than Unity's 2D workflow for me. I hope you like it too.
It's nice to see another survival-horror game, but this is on a way different level than mine. Map is huge and designing every location should take too much time and effort. Reminds me of Silent Hill. Monster designs are pretty cool. Sometimes a very thin dark vertical line appears on my screen, I think its from background since player seems uneffected from it.
I try every combination I can think of at Recurrency. I wish I can go little further than that. I like the minimalist design. Music and sfx are fitting.
Edit: I past the Recurrency after reading the developer log, but stuck at Corruption. Right side of the screen cut off like the gheja said. I zoom in and out but doesnt chnage anything for me. (Also I see amogus in Margins level, is it intentional)
I don't like arcade games much but that was fun. It is satisfaying to kill enemies with their bomb. I wish there is less enemies at the start because I lost most of my health at the start of every run before realising where are enemies. This would be also good for pacing. Color palette is sweet , I like it. That 2-bit cover too. My best score is 119.
This surreal aesthetic and photo-based sprites goes very well but podcast is just so good I think anyone who plays the game should fully listen it atleast once. Other voicelines are also very good. Visual effects and names of the moves makes combat very fun. I would like to see more games with these aesthetic.
I liked the reflex based combat, as I also did in my game. Movement is too fast at the latest version, especially turning is very hard, I think 0.3 second between moves would work better (I use 0.35 second in my game). Visuals needs some work, UI seems scretched.For UI I would suggest you to develop your game on 1920 x 1080 resolution on editor's game window as its most common screen size and had 16:9 ratio.
That is beautiful. Not just graphics but overall vibe of it. Every mirror gives diffrent experience is amazing. My favourite ones are "Patience" and "Acceptance". Movement feels like I am passing 2 grid at once and orbs at "protect yourself" parts are too slow to be threat but doesn't effect main goal of the game much.
Thanks for your comment. When player dies it should respawn at last green "CP" graffiti (Abbreviation for Check Point) but enemies don't respawn. I do this for player to not stuck at a certain part but probably this makes game more easy than it should be. Probably I should add limited lives but I can't during voting. I would like to check your game too as soon as I get back to my PC.
Visuals and audio is great: models, animations, voice lines... Movement is very smooth and faster than I expect (which is good for me) but I don't really understand how combat should work. I generally use hit and run tactic but enemies can hit you even you are pretty far from them, probably damage is bounded to animations and not distance, which makes this playstyle unrealible.
Thanks for the critique! I should test my game more before submitting. Next time I'm gonna find someone to test and feedback during development. Most times my judgement over my own games is not enough because I was too focused on development and only able to see if things work or not rather then how enjoyable it is. This Jam given me a lot. Thanks to all the feedbacks.





