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Liam

197
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A member registered Mar 25, 2017 · View creator page →

Creator of

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It looks really polished but it doesn't play very well. You're combining a real time mechanic with something that would normally be a puzzle. The node placement is what I would expect to be given time to think about, instead it's turned into a real time thing where I constantly have to adjust, but this leaves no room for me to think.

On top of that, me thinking doesn't feel worth it because the enemy destroys links between nodes so much anyway.. I made it past like 3-4 enemies before giving up. I think an indication of which node links get destroyed instead of them just disappearing and me not noticing, would help a bit.

It's great you had a tutorial or I would not have known what to do lol. It's very difficult as it stands and I'm surprised I got as far as I did.

Yeah, this wasn't a great experience. The game makes it clear that you need headphones with the correct left & right side. I start playing and hear beeping in my left ear, so I go left. Then some loud noise gets louder and I end up losing. The other time, I only look at the indicator on the character and follow that, completely ignoring sound, and I get way further but then I get stuck as it keeps pointing downwards and I seem to have no way to get down any further.

It's unclear what the intended mechanic is, I'm sorry. It doesn't help that I die so fast before I can figure it out. There are 3 things (the indicator on the character, the sound in my left/right ear and a receiver I can open with E). I'm not sure how they interact.

If you can tell me, I might try again and leave another review.

Very cool gameplay! I played until level 3 before I lost. I would say one thing, it should maybe be visible when a signal is about to expire (a timer pie icon or something) because it happened that I was trying to finish the topmost request, and it kept expiring right before I could finish it. And then I end up in a chase where I do the next one, but then that one also expires before I finish it.

It'd be handy to see like "oh, I know I'm not gonna make that, I'll move on to the second one in the list".

I like the animations of the main character lol, good job overall!

Well, this game hacked my dopamine because I could not stop playing.. That was pretty fun, even if I kept losing. There was a legendary antimatter node that I was 1 token short from buying xd The closest I got to 'winning' was having lots of multiplier nodes and a few enhanced ones, but I'm sure there's a better way to win.

Ultimately it feels like the game loop that exists in Balatro, trying to maximize your points by upgrading your deck (nodes). Some of the node upgrades lean on the fact that the nodes move around less, which makes sense and is a nice harmony with the actual mechanic at play.

I think if you polished up the graphics and maybe had different 'difficulties' like in Balatro, this would actually be a game I'd play a lot x3

I cannot understand how you praise 'human' creation while your jam's description clearly flags as AI generated text.. 

Just makes me think something more sinister is going on here. 

First game I donated to on itch.io, absolutely wonderful stuff and I was surprised this isn't being sold on steam. Mad props!

I made it

Cool stuff! Here's my playthrough w/ commentary:

Haha, this was fun! Playthrough w/ commentary:

This was really well put together! Playthrough video:

Cool level! Here's my playthrough. Sorry if my mic is a bit quiet compared to the game, I'll try not to have that issue next time. I guess HL2 was louder than other games I have played.

I hadn't even noticed a giant hole anywhere so you're good lol! The mantle controls felt snappy enough even in 0.2.2, it wasn't frustrating.

My submission is pretty small and I had to quickly wrap up the end of it, but I'd appreciate it nonetheless!

Very cool stuff! If you want to skip my long playthrough, there's also a conclusion at the end.

lol, no problem

+1, you always get the SAME combinations each time, as if a fixed Random seed was used, I noticed this as well

you are my savior, I was thinking of coding a tool like this because it was a massive pain to do it on a tileset with 256x256 sized tiles

What's the idea? OwO

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Thanks! Honestly I didn't get to execute much of my idea at all because of how severely I underestimated it >< I wanted to have at least a couple of the 9 circles of hell, with different enemies, different player attack abilities and metroidvania elements. It sounds crazy now that I look back on it. I have a rig in Blender that takes 8-directional sprite pictures to mimic Doom sprite rendering, on lowest sample size to increase pixelation etc.. Same for the hand animations, there's actually a bunch of them that are just unused.

Aside from that, the WebGL export is half broken, the fog doesn't look that bad on desktop builds nor do enemies practically instakill you on desktop. But as it was made for secret santa and already a week overdue, there really was no point to keep stretching work on the game if it wasn't totally broken.

Thanks for checking out the game :) I didn't make it public for the sole reason I'm not proud enough of it.

I'm sorry but that's not possible, there's no html5 build.

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Yeah! You can use your phone's camera to take photos as well of Hearthorn or the seagull. So it doesn't even have to be via the flag editor on the desk. Just a shame I guess we didn't have enough time to work on 'hints' to guide the player so they know this is possible.

Hey, sorry to hear you only got that far. It's not clearly stated in the game but after making a flag, you -have- to interview -two- people. These two people differ based on what kind of flag you chose to make. NPC interactions with all non-interviewable people are disabled during that time. If you'd gone around and talked to everyone, you'd have eventually found someone who wanted to do an interview about the flag (the only possibilities are for it to be Jack, Captain Frogsword or Hearthorn, the other NPCs don't do flag interviews)

If you do get further in the game, it basically 'ends' after the mutiny interviews, there'll be nothing left to do. The whole point was originally that one could craft a documentary by choosing their own path, and then view an actual documentary at the end of the game based on your decisions.

But thank you so much for playing and leaving a nice comment :) It's much appreciated!

Woah, that grid map and meshlib sounds cool. Unity has something similar (tilemap of gameobjects) but it's a pain to work with. I'd be interested in trying to make a game in Godot someday. 

I played through all of it, this was so cool! I'm working on my own oldschool FPS for a jam. I'm really curious how you managed to have so much content for only 7 days of work.

I'm guessing it's made in Godot? How did you construct the levels? Is it some modular 3D models you made that you can put down on a grid?

This was an interesting little game. I like the idea of the minigame you can play.

The idea of using my voice for the dialogue options and webcam for the avatar, was a cool technical surprise I really don't see often!

I think with some more polishing and work, this could become a really interesting idea.

The idea of the game was a pleasant surprise. I feel like it's a bit difficult to grab the asteroids mid-flight when they're small. 

Though, it's fun to play and feels very polished, nice work!

I think this is a cool idea for a management type game. However, I did struggle seeing how my choices impacted the scores I received from the reviewers.

That said, the art is good and I think with a little more work on the gameplay side, this could genuinely be fun to play.

After the mutiny interviews, there's nothing you can do indeed. Thank you so much for your feedback!

Thanks for your detailed feedback! Unfortunately I didn't make the car controller but I did do everything else x3

The first version actually did have them following a race track instead of a derby arena, but then it was hard to smash into them because everyone was going in the same direction. 

Thanks again for taking your time to reply! I appreciate it! 

It's not too late, perhaps you can ask the jam organizers in the Discord if you can update your game page.

Oh hello! Thanks for checking out my game!

I love that you recognized the carma look lol, it's deffo what I was going for.
I agree that the camera angle is awkward at times and I could kick myself for not bothering to fix it last moment :p

Cool that you stopped by to play it! ^^

I might be silly but where is the game?

You do get a closer look at the models when you win, but I agree, they don't get much 'show' given the camera distance.

The car steering being confusing is a really good point I didn't think about. Maybe it'd make more sense to have it relative to the camera so 'up' is up on your screen, 'right' is actually to the right on your screen etc.. I really didn't think of this, when you play your own game a lot and are used to it, these kinds of 'first play' issues just don't come to light.

True that it's a very chaotic game, but it's typical of a 'derby' type race if you look at games like Wreckfest. But maybe there are too many cars on the map, that could be a factor.

Thanks for playing and leaving some helpful feedback!

Yeah, I was aware of the camera obscurance issue but didn't get to fix it last minute and I KNEW I was gonna hear about it :p

The AI is, simply put, stupid. I know they are suicidal little bastards and it mostly has to do with them knocking into one another and damaging each other on the way to a checkpoint.

Thanks for playing and taking the time to write some feedback. I appreciate it!

Damn, nice job working in a new engine! That makes it all the more impressive.