Not what i expected, but i wasn't sure what to expect and it was certainly emotionaly, i had the not pass ending first and i was overwhelmed by so much uncertainty, and then i had the pass ending and i felt better, i was not expecting this from a game, super well done and thank you, i am very inspired by the narrative and depth of the character. Praise! Praise! Praise!
Lekonia
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Loved the art style, and i certainly felt there is a lot here to unpack and interpret, i go by what i read from the Level titles, the sound, music and level layouts, i enjoyed it.
It does feel very retrospective and the sound design complimented a lot to the atmosphere and ambience, so kudos on sound design and music, it had vibes :)
I will admit that i was a little lost on the first one for a while and felt i had skipped something important as i played the other levels, when i returned, i realised what i had to do to move the story forward.
i will definitely play again to get a feel of the story a little more.
I will rant no more, thanks for the experience :)
Thank you, i really appreciate that, once this game jam is over, i will certainly revisit and properly develop this game more, and strategy is a key aspect, adding the risk of losing the game, loosing team members, being blown of the mountain, etc... and having more control of your team in certain ways. (i was suggested as an idea to right click to bring your team together etc...
That was fun! Admittedly it took me a little time figure out the controls, but once i did, it was simple as pie and just as delicious, i thought the atmosphere, the colours were really well done! i did maybe need a little tutorial or info page as to what the goal was in the game but otherwise it was great! =)
That was really fun =) The Ball had an almost companion cube/Wilson (Cast Away) feel to it, kudos for narratively creating an attachment! sound and music really added depth, felt it fitted the jail breakout theme. Only thing i would say is i needed a little more guidance after breaking through the last wall before the police started chasing me (fun too!) but really well done!
Thank you Diving Gardener Studios, the controls were wacky and janky, if i were to do it again, i would go with third person instead, better control for the player both in movement and camera, as for the backwards and the camera thing, i need to remember to clamp my rotations, as for the boomeran aspect, i feel it could lean towards a slight comedic atmosphere for a game where tethered guys are being boinged and boomeranged around. =)
Thank you Alex, that is great to hear, and yes, there is a lot to improve and work on, if i could make a log about the issues and the why's i resorted to the design decisition i made, especially for a two day jam, i would be here all day hehe. but on that, i need to add a better way of introducing the concept/story for next time. i am keen to explore a team mechanic here somehow. =)
Thank you ChunkFly, you are absolutely right, and i can make no excuse for that, having said that, i do want to revisit this game and properly create a functionable prototype, and first of all, i plan on making it third person instead with no camera clipping through mountains, then add a proper intro scene or scenematic afterwards to give it proper context. =)