Thanks for the feedback!
Yeah we would've loved to have more content, but this game was made for a weekend jam, each interaction means 3x the work due to having 3 different 'worlds'. We'd love to expand on it though!
Hmm, can you confirm which options you took? I just tried all interactions in all worlds and they seem to produce the expected result
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Thanks for the feedback!
Thank you so much for the detailed feedback! Ahh I know this one! We definitely underestimated the time it'd take to implement 3x the content for any individual world - really looking forward to getting the patched version out that rounds off the interactions more nicely and includes a few more world-specific things.
That project for 7drl sounds super interesting, the idea that the player with the most progression can affect the world is reeeeeeeeeeeeally interesting - I definitely have to explore that in another jam. Do you have any links to the project? Presuming the server is still active.
So glad you enjoyed it! It was a blast seeing your video, thanks for covering it :)
We're definitely planning on ironing out some of the kinks, we were a little strapped for time since we only had two days to work on it. The metal really does make it <3
We don't offer cash prizes, as an organiser for both online and IRL jams+Hackathons, I strongly believe it promotes an unhealthy atmosphere and taints the dynamic of why most devs participate.
We offer a small prize in the form of stickers to the winning team + random participants in the form of stickers 😊
Love the feel of this, the camera work especially was fantastic, though a little less granularity on smaller vertical movements would make platforming a little nicer.
There's just something so smooth about the attack animation that makes it so satisfying to use, being 'rewarded' by stunning the enemy simultaneously is a nice way to add in some natural risk/reward when it comes to attacking ranged enemies up close vs waiting, jumping, attacking, hiding etc.
One big criticism I do have though is how strong the pushback effects are, they feel less like knockbacks and more like taxi rides. The recovery time is also far too short, the boss being able to attack me three times with the same projectile adds artificial difficulty that isn't really satisfying to play against.
The pacing and retro feel of this is really well done, I'd love to see where you carry this on in the future, great work!
Reminds me a lot of the old 'you are god' flash games over on Newgrounds, nice concept though!
As others have mentioned, the lag is a bit of an issue here, though a couple of things you might want to look into are the Job / Entity Component System, or, using a shader to simulate the breaking of the mesh, processing this on the GPU will really smooth out the destruction!
Really enjoyable game! Big fan of the basing/upgrade mechanic, beautiful pixel art and the camera control was great. A couple of gripes would be that the slight delay after landing from a jump, while minor, really feels like an interruption of flow in movement and a little frustrating to work with.
I'd also like to see more ways to heal up aside from combos, such as while you are at the altar or offer an upgrade for passive regeneration / ability to combat the light balls.
Great work, Necroreaper was a treat to play!
As a big bullet hell fan I'm digging how hectic it can get, though, one criticism is that there really needs to be an overlay for the cursor, when hidden it makes aiming much more frustrating. Great work, hope to see it carried on!
Super creative use of the theme - I'd love to see this carried on, perhaps with some more depth to each of the henchmen you recruit and with a less forgiving death system, since after getting 3-4 you can reliably keep your boss out of harm's way almost indefinitely. Looking forward to see where this goes next
First off, that splash art is gorgeous! Super unique game idea, I always wondered by the npcs I slayed dropped keys, it all makes sense now. Really hope you all carry on after the jam, love the whole concept
What a beautifully charming game - I managed to run into a few secrets accidently which made it even cooler. Really nice work! Those boss battles felt really well made, took me a good few attempts to win Mum
Really enjoyed this game! The art style worked beautifully with the whole theme of the game - though Goldilocks was still very grateful even when I spent the send attempt blocking the door without finishing a single task.
Managed to kill them a couple of times without having to hide, really liked the premise though, with a few more enemy types and perhaps some items/movesets, I'd love to see this game continued on!
Pretty difficult game but I like what you were going for! One thing to note when you're checking your collisions, cast a single ray downwards rather than around the whole object. Great job :)