No. My MZ copy has expired and apparently, my game wasn't worth even a single comment. So, I'm better off with making something new, using another tool or engine.
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A neat little game, though I'm not sure if giving the player all the spells and skills from the start was a good decision.
However, what I AM sure of is that dialogs are extremely bloated. The whole starting conversation between Kia and Felix was totally unnecessary, as (a) them talking about Star Shard at this point don't make sense and (b) they repeat everything about the backstory when they talk to other characters.
For some reason when I select an image for an event, B and C tilesets aren't in the list (they are supposed to be the last two, under BigMonster). I think it's the issue with the Standalone Jam version of RPG Maker MZ.
Thanks for such detailed feedback! I actually plan to submit this game (though with adding more content) to another Jam, so your insight is very useful for me. Make a separate button for jump probably indeed a good idea.
I'll try to upload a fixed version as soon as possible. My idea was to make you move differntly underwater and on land but I couldn't tune it properly in time (I found this Jam on the last day and I work slowly in general).
Thanks for the feedback, anyway!
Finally reworked the interface. Also, have to fix a few bugs and improve some features along the way. Made a huge break and nearly forgot about the project.
Anyways, sorry for keeping you waiting. But you can test the game now if you want. Remember, it requires two people or at least two instances of browser window with a game.
Sorry. I thought it was kind of obvious what to do - press join or create room, and when you are in a room - choose where to punch.
I'll redo the interface and maybe add a few pop-up hints to make it all better explained. Wait until the next build.
I'm learning ins and outs of Unity Analytics currently, and would really appreciate if you play two of my games:
Both games' latest builds us Unity Analytics to gather data (like how many punches were blocked in HtH combat or what level you progressed in WoA). And if you play those games that will provide me more insight into how Unity Analytics works.
General feedback about your impressions is also appreciated.
I think you shouldn't have force player to return at the first level on losing. This game is rather hard as it is (with no ability to change trajectory it's too often I land right near the monster). Just return the player at the beginning of the current level.
Technically, there is an objective - spread the light by activating charges (that you need to find first). But you right about the challenge - I haven't balanced this at all. You can just swing through rooms, probably not even hit by monsters.
Sorry if the question looks kinda weird. I'm just making a roguelike game for another jam. And when I finish, I would like to add my game to this jam too (since I've started the project last month - timeframe fits, and roguelike is an RPG - right?).
But then I saw "only your own art assets" and since roguelike uses letters and other symbols as pseudographics I wonder if it's ok to use standard fonts? If not, I can obviously make custom fonts. Maybe I'll customize symbols anyway, but I still would like to know if it's ok to use standard fonts pseudographics - just in case.
Btw, are "fan-games" allowed? Because I've removed all the references to Sonic franchise in my game (even changed the name), but saw among entries a couple of games referencing DnD and Undertale. If I have an opportunity to update the game is it Ok if I put them back? (It's only text references, I didn't use any graphic assets from Sonic).
I have a few projects that I've published in Itch (like Wrath of Archmage here) that are basically in "prototype stage". And when I saw this Fragment Jam, I thought it would be good opportunity to finally get some feedback. Maybe update them with new levels/new mechanics. But, since they are published, do you count them as released? Or not?
Hi. During NaNoRenO Jam (National Novelist Writer's Month 2019) I've made this little VN, that is basically retlls Black Mirror: Bundersnatch story. In, you know, "nutshell style".
The game uses free assets mostly. I wonder if I was able "to capture the feel" of that work, so if you saw BM:B feel free to play my game and tell me some feedback. Any other feeback would be also appreciated. Here are some screens to give you general idea:
Cool game. First place in Innovation and Interpretation are definitely well-deserved.
Though voice acting is definitely needed - it's totally impossible to read text during play as all focus is on not bumping into things.
Cool game and descent "run from wheeping angels" episode enterpretation.
My only problem is that in "wireing" puzzles if I don't solve them right from the first try they just stuck - no way to undo the wrong wireing and so I have to restart the game.
As I understand, it's only the last time when you interact with Amanda matters. But I still don't undestand what does the good(?) ending means - is she going with me or not?
I guess, it's as good inerpretation of Bandersnatch as any, but still there is still more to be desired.
I think, the fact that I went to watch "Hilda" after playing, alone tells how good this game is.
Considering that Gelda was made in less than two weeks, it's quite impressive how much visual content it has. I really hope to see more. I'm also glad to see fixes and adjustments in gameplay throughout the Jam.
One addition, I think, is necessary after the game will have more levels - option to replay them to get sketchbook pages missed on the first playthrough.
Nice point-n-click adventure. It was rather simplistic with no inventory and all, but since I'm not very good at point-n-click it was just right for me. The story and dialogs are goofy in a good sort of way and the whole plot about fans making things right is sure feels close for Star Trek fandom.
A couple of minor technical nitpicks: "fadein" panel between the scenes covers only a part of the screen, Scott's girlfriend's face looks ugly (but maybe it's just for me).
Oh, it's so embarrassing! I didn't count for different "fullscreen" aspect ratio, so "walls" show up that supposed to be hidden. And at the first "channel" you can (and actually should) climb up the cliffs before switching.
I'm trying to make some sort of "tutorial" now, but it feels too clunky and out of place.
Thanks for feedback. You actually can switch channels during pause. And climbing on the first channel is intentional.
Right now I'm trying to make sort of "tutorial level" to teach those features, since you are not the first who missed them.
Watched only a couple of episodes of "Married with children" and strangely enough remember that one scene.
Game is pretty cool, except the problem of constantly dropping shoes instead giving them to a customer. The weirder part is that I can't pick up shoes I dropped. Is it an oversight?