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M-AS

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A member registered Jun 07, 2020 · View creator page →

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This game’s really fun, but I’d like to be able to see more information before buying a unit.

Also, Cecilia should be an artist because she does the funny OBS gimmicks. Do not fight me on this.

Also, Green should be a class.

I encountered a few bugs unfortunately. A sell/double stack bug occurred where when I bought a unit after selling another they appeared on top of a different unit, making them unusable. When this happened, I tried to sell them, which sold both units at once but only counted as one sold internally, effectively reducing the size of my bench. This occurred in v0.1.5.

Also, it crashed at some point, gave me an error related to Iofi, unfortunately, I don’t have the error message recorded.

thank you for your submission, genuinely enjoyed the game

Try making the front and back arms have different colors so that it’s easier to figure out which arm is being used.

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So.

I remember doing PCG, it’s a really hard topic to work on (definitely the one I did the worst on), and sometimes things just don’t work out, so I get it.

However, I also feel like conceptually there’s some really strange choices. I’m not quite sure why movement was tank controls, or why the player seems to just constantly lean to a random side. However, the parry is kind of fun because it acts like a dash and let’s you go through walls, which is always funny.

But yeah, definitely a weird submission, but it’s a hard prompt. You’ll get ’em next time.

i’m matt, and this is my favorite game on the citadel

Good gamefeel, fantastic sound effects, really fun gameplay, love to see all the guys just bounce on each other up and down. Having more enemies would make the game both more satisfying and more difficult (a good thing).

I think this is final game material.

Fantastic game.

This game has some of the best usage of PCG that I’ve seen this week (so far). Most other PCG games are “more game”, and as a result kind of detract from the randomness. Some of the other games are “more PCG”, and basically have no gameplay. This game is so straightforward that it puts the level design right front and center, and as a result, your PCG is also perfectly melded with the concept and gets the most attention.

Even the frustrating things about it (really short camera) actually kind of work in its favor, because it turns it into a more reaction based game, and that’s fine because the controls are very simple, so less processing is needed. Stack that with a pretty well balanced timer and you have the right ingredients to put the player in an slightly stressful, almost-flow state.

The only problem I have is that once I beat the tutorial levels enough, I kind of wish I could just skip em.

Fantastic submission.

I don’t really care for the game concept, honestly (i’m extremely arcade brained), however I really enjoy the controls. While I was a bit confused by the control text explanation (Left/Right mouse button made me think it was left click for one option, right click for another), the actual left/right mouse positioning is really cool, because it gives a sort of “physicality” to the game, as if you were actually flipping through decisions.

I like it, the dungeon’s don’t feel random enough but there’s an actual shell of a game here. Reminds me of the base concept of Recettear. I think it would have been cool to have a button to tell your customer to get out, ’cuz it feels kinda lame to still have like, three things to sell and the customer just stands around like a cockroach.

The tutorials kind of suck ass and they really feel like they only appeal to those who are willing to play around with tools. While the first level being risk free is totally fine (also they should have been training dummies or targets instead of chickens), it’s a bit of a slog as there’s too many targets to kill and there’s not a lot of mechanics to play with. Each successive tutorial gets more interesting solely due to the additional tools the player is given. I appreciate the attempt to start demonstrating Line-of-Sight mechanics starting the second tutorial, however I think it’s a little too open that a lot of people could miss that.

I don’t really remember if the other tutorials had any teaching gimmicks, so I will not talk about them other than to say that if they had a point, it should have been more obvious as to be memorable. I will admit I still had fun during the tutorials because of the addition of tools as I mentioned before.

No complaints about the controls, they follow conventional JP indie game and Newgrounds Flash game standards. Extra mouse control is also pretty cool, however I barely used them.

The setpiece (Cloud Strive from Final Fantasy 7) was very fun, I think it took me many minutes to send him back to Sephitoth because he hit Luckyfer for like a billion damage in one hit and I got real scared and started playing careful. That setpiece also drove in the importance of the movement skills, mainly using Redondo’s Capture skill to stick Cloud in a bush and lock him in with Octopus’s Ice Wall which is definitely unintentional but very, very cool.

Do not like being unable to pass through my teammates. I understand not being able to occupy the same space at the same time, but it’s a little too restrictive.

The menus covering the battlefield constantly was also quite frustrating. I understand that this is most likely a limitation of the engine, but it still kind of sucks.

I think the overworld was unnecessary. I feel like the team could have avoided breaking the “only two levels” rule by just putting all the tutorials in one mega-long fight joined by dialogue boxes, and just having the second level be the final boss with a screen saying “level 2”.

Some issues feel like they’re engine or plugin level, and if this game becomes final project material (which I think it has MASSIVE potential for), I think that they would be better off writing their own extensions to RPG Maker to give them more control over the battle system.

also maybe make the grid a little bit bigger so warp has more relevance, the grid doesn’t necessarily have to be a square either (they could rock a 6x5 grid or something)

good game

this is the perfect video game (do not make pick up on E and F, put them on the right hand instead e.g. J, K, especially since R is the reset key and that’s like RIGHT THERE BRO, IT’S RIGHT NEXT TO THE PICK UP KEY)

I do genuinely miss armswinger from the prior prototype.

Tutorials and main level were both very good. Fun fact, if you get your legs crossed so that they’re always colliding with each other you can start jumping in midair, and I’m a big fan of controlled flight mode.

this is the perfect video game

Very good antepiece and main level. Good control scheme too.

While the rewind mechanic isn’t new, it’s very ambitious to implement something like that in a game jam game, especially as a student. Having to work with moving collision boxes is incredibly annoying, so the fact that I never really glitched into anything, randomly got slingshotted, etc. is great.

I think the game’s controls are a bit too floaty though. While the jump arc doesn’t personally appeal to me, I think the low gravity fits the “pace” of the game. However, like many other student platformers, I believe that you should have a shorter hop if you let go of the jump key early. The side to side movement is also a little too floaty, and I think less inertia would have made it feel better.

Very good project.

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The antepiece/tutorial is very well done, no complaints. The setpiece/second level is also very well done, no complaints. Lots of room for sequence breaking, definitely unintentional, very cool (I almost got to move a box above me off a floating platform without being able to reach it via carrying another box on my head and then jumping while moving sideways so that it’d push the box above me to the side and off the edge).

I think jump physics should be tweaked where you jump shorter if you release the jump button earlier. Also, I don’t understand why you would make E the carry key and not something on my right hand. I have two hands, I can use J or K or L or I or Enter or Semicolon or even the left mouse button as a carry key, I wouldn’t have made a big deal about this but a bunch of other games this week were also making the same mistake and I’m very confused why (it’s nothing personal, I’m just at my breaking point), but those are basically my only complaints. The levels were perfect for your design. Good job.

edit: whoops you can use the arrow keys to move, it didn’t say so in the tutorial so i didn’t try (my bad) i rescind my complains about this game being for people with only one hand

I like the concept very much, however, I have a few issues with the game. The second level is very well designed, no problems there. The tutorial/antepiece is too much, Typically, the antepiece should be a zero-risk environment to test out your tools and experiment with ways to use your tools, however, I thought that having both a murder laser and a murder ball was a little too much. Already dying from hitting the “wrong” edges of the goal is a good tutorial, and I’m embarrassed to admit that I have accidentally triggered the door open and then closed it, running into the shut goal way more often than I should have.

I really liked the text-free tutorial, and you guys did well designing your minimal messaging around your appropriately minimal game (or vice-versa, whatever came first).

Would not be surprised to see this as a final project. A small game can give a small team a lot of room to work with regarding game feel and pure level design.

this game kinda tight tho

I think there needs to be stronger incentive to take risks, or ways to fail more easily. The red eye warning is very reactable and the buffer is wide enough that this game can last a bit too long. Making the buffer a bit more random and say, doubling the amount of seconds gained during warning time might make games shorter.