Thanks for the feedback, that's really helpful. I'll make sure to make it more obvious which deltas are meant (the reality code's). I think you may have been really close. The four images as you guessed correctly hint at the sequence order. However, it is actually rather clear what is correct once you make the connection. If you look at the input slots more carefully it should become evident immediately. Thanks so much for giving it a try :)
Learliet
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Full of personality. Loved when you went full circle and re-introduced the aberration disease on the security drone haha. Also, after defeating the drone, I intentionally didn't press the button for a while and was pleasantly surprised how much extra dialogue was lined up-- it almost seemed like there could have been an alternate ending if the button wasn't pressed. Very unique experience
Also, here are some suggestions:
- Add subtle footsteps sounds
- Add distinctive sounds for picking up and using items, such as the sound of picking up an extension cable and plugging it in
Hey dude, here you go. It's a story/puzzle mix: https://itch.io/jam/acerola-jam-0/rate/2583233
That's sick, thanks for doing this. Would love to get some feedback. https://learliet.itch.io/project-sanguine
Thank you for the opportunity! Here you go: https://learliet.itch.io/project-sanguine
Hey Indee, thanks so much for giving it a try. I understand that the manual is a little ambiguous and I'm working on that. The last four pages of the manual tell you how to get A, B, C, and D, while the third page hints at the order they need to be input in. When the manual mentions "examine the delta (difference) between positions 2 and 3," it's referring to the values at the second and third positions of the 4-digit reality code. Essentially, most of these requirements should be directly applied to the reality code. Hope it helps and that you’re willing to give it another chance :)
Hey Violet, I entered the secret santa jam in 2021 and just wanted to see what people came up with this time around. The aesthetic of this game essentially drove me to give it a try and I'm glad I did as I really enjoyed this little experience. The story, the music and the visuals really complement each other well. Great job :)
Thank you, so glad you enjoyed it! Yes, compared to ranged combat, melee is less convenient. Damage adjustments and stunning sound like great ways to motivate players to use close combat. Then again, we have thought about removing melee combat altogether to flesh out and focus on bow mechanics in particular.
Hey man, thank you for your feedback. I followed your advice and added controls to the game page. Furthermore, I left the toggling function of post-processing filters in by mistake. However, I uploaded an update that takes care of this issue. Concerning the dialogue system, I encourage you to use scribble, a text renderer by JujuAdams that makes it less painful to display uniform text. :)
Thanks for giving it a go, Wuppos. You're right: the controls aren't as evident as they should be, particularly as the current state makes it difficult for players to restore their health (X on Xbox, Shift on PC). Thankfully, it seems like you were capable enough to manage without it, haha; be sure I'll look into it.
Furthermore, we're still working on the game, so hopefully, the rest of the story will not remain a secret for much longer. And yeah, Archvale was a big inspiration, maybe too big an inspiration, haha. Hopefully, the finished game will stray away from it a little.
I appreciate your comprehensive feedback, Wuppos. Thanks again for checking it out. :)
There really isn't anything to criticize. The visuals are appealing; the music is fun and bouncy; the gameplay is engaging, and the idea is completely unique and intelligible. This game was polished across all dimensions. The only thing I can think of is that it may not hit the theme completely but I'm uncertain. Sure, you've got a six-sided dice but then again the mathematical term and its solution could be interpreted as two sides. Anyway, this shouldn't concern you, your submission is of top quality, great job!
I loved the puzzle design. I read that you were only thirteen years old; that makes the puzzle design all the more impressive. Regarding gameplay, I encourage you to improve the player feedback. As of right now, there is no way of telling which character you're in control of. Maybe you could distinguish one of them with an outline. Besides that, I don't know whether player switching is necessary. Maybe it'd be better if I had simultaneous control (w-a-s-d & arrow-keys)? As far as the visuals go, try to commit to a pixel size. Your background, for example, has fewer pixels than the actual stage. That being said, I believe your gameplay mechanic represented the theme very well! Overall, good job! :D
I liked the overall idea, you could improve on it by making the puzzles a little more challenging and maybe introducing something new every once in a while. Another thing I encourage you to refine is the movement; maybe it was intentional, but it felt a bit slow and less responsive than I'd like it to have been. However, this game represents the theme very well so good job in that regard!
Wow, that's pretty impressive for three hours. Just imagine how polished this would've been if you had been able to make use of the entire time window. Anyway, I enjoyed the gameplay, although I must admit that you lost part of the connection to the theme when you introduced the third color, although, sure, the portals themselves still have two sides. Overall, impressive entry considering you made all of this in three hours, good job!
I like that the launch magnitude is dependent on the length of the mouse button press, which makes you feel in control. While the audio sounds nice, the buzzing sound is quite unpleasant so I'd recommend removing that if you can. Furthermore, try to keep your pixel size consistent; the background image has far fewer pixels than the actual level, which makes it look out of place. With regards to your core mechanic, it fit the theme very well! :)
Good visuals accompanied by charming music. It wasn't obvious what to do immediately, maybe you should push the player in the right direction and let him go from there. While you hit the theme I believe it was missing a twist to make it stand out particularly. What made this submission stand out, however, was the controller support :D All in all, pretty neat!
I dig the catchy music, definitely stood out to me :D The puzzles are well-designed and the theme well-implemented. Regarding the visuals, I encourage you to stay with a pixel size to make your game look more consistent. Also, maybe it's just me but I had to be killed once to understand how the goblin reacts to the player so you may consider making it more obvious, somehow? Overall great job though!
Wow, the visuals are stunning, nothing to complain about. Very coherent art style! Everything feels responsive and the music is pleasant as well. I was uncertain at first but I believe you hit the theme very well. I really like the decision to reveal the stage again once you find a key. As with my submission, the mechanic wasn't immediately obvious to players though. But besides that, top-notch work!
The art style is quite easily the best I've seen so far; colors are great and animations are fluid. You implemented the theme very well, it made sense and you had to think carefully about positioning. I think it was mentioned before but the fireball felt redundant because it didn't do enough damage for the price so balancing that would be good. :)
Hey, you did a pretty good job! While the music was pretty neat, you also managed to hit the theme. I notice that a couple of games don't stick to a pixel size, which makes the game look less coherent so I'd encourage you to stick to a pixel size as well. Additionally, it wasn't obvious what pathways I could take since there was no difference in color, which would have definitely helped with the level traversal. However, great submission, overall!
How did you do the portal animation; it looks very good. Also, the level captions are very polished as well. You seemingly have a style going on, try having the same pixel size all across the board to make your game look more consistent. I would improve upon the movement since it feels like you're walking on ice, giving you less control as a player. Besides that, good job!