haha thanks! I'm still waiting to hear about a bear overload crash. One day...
MayorMcFrumples
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Playing this game is like an interactive art exhibit. Or rather it's like the feeling of sneaking through abandoned buildings, subways, or houses, and being so overwhelmed by the sense of mystery and underlying melancholy that it's beautiful in its own way. Or maybe not, I don't know lol all I know was that I was absolutely puzzled from beginning to end, but my brain lit up at every innocuous (and sometimes devious) detail. When I found out touching the paint cans changed my painting color I felt like I had uncovered some ancient, forbidden clue.. and yet I still found myself no closer to fully understanding what I was experiencing. It's that enigma and atmosphere that kept me glued to this.
I'm glad you teamed up with Blepasaur on this, too. His tunes just made your worlds seem that much more ethereal. Thanks so much for this experience.
I have to agree with everyone else that this game needs a sprint toggle because for a long game it can get really painful for me. Some type of special mouse cursor icon to indicate where you're aiming would have been helpful to me. It's so easy to just not see a normal mouse cursor in the middle of battle. That aside this was such a wonderful entry! The music and art just worked so well together. Charming to the max! And, I'm not sure how many endings there are, but the one I got was really sweet. I'm glad I finally got to meet Kevin, too.
I played this in a pitch black room at night and it just made everything feel that much more immersive. I really dig this game's mechanic and how you presented it visually. The unseen beast lurking on the other side of the wall was such an inspired choice. Also, the fact that Seraphina shakes her head when you use her power is a nice detail. Great work as usual!
No spoilers but there was a certain moment in this game in which I was shocked and delighted. Really great job, from the mechanics to the cutscenes! I *was* hoping there was a secret for destroying all the pots, but the DSD ending makes up for it. Also, poor Big George. That little guy had so much heart.
Your game had me yelling at these little guys trying their hardest to catch up to pop fly.. just like the real thing, baby! I'm glad someone made a sports game, it must have taken a lot of work getting that AI to function. One little bug I ran into was that after I beat the game I tried to paly it again but it loaded the final cutscene instead. Not a big deal to have to close the game and reopen it, but I thought you should know!
I was tickled when I found out that my jumping was making the guitar play. It's a really nice touch that plays into the game's chilled out vibes. I really liked the progression and additions of skills, although the last puzzle had me stumped for a while! (I got it eventually.) I also thought the surrounding metanarrative was a fun choice. Great job all around!
It's kinda crazy how intuitive the controls felt after only a few minutes of playing. I'm not going to lie - I played the DSD level soooo many times just to beat him. There was a real sense of tension as I felt my racer falling to pieces as I blasted my way to the finish line.. and then the massive sense of relief when I finally made it. Well, anyway, what I'm saying is that I really enjoyed your game!
I'm absolute trash at rhythm games so thanks for taking out the penalty for mashing the buttons! It let me experience your amazing game fully. Seriously, this was such a unique experience and the fact you made all this in a month is stunning. Thanks for sharing it with us!!
Two last points: I know you said you weren't hot on the Zaggadash fight but I appreciated it! On the other hand, I think you did my boy Aldius dirty. He's just an innocent, lovely old man!
I know you didn't finish making the game, but thanks a ton for uploading regardless. All the art was so friggin charming I loved it! The movement felt pretty good too, especially with the inclusion of a stopping animation for Jebb. As someone who also used Gamemaker, how did you handle the dialogue boxes?
Reading the comments here, I'd agree: this is a weeeeird experimental game! I'm not exactly sure I knew what was going on but I was still compelled to keep searching and figuring things out. It was cool to stumble into the secret area, too. I've got a question, though: after winning the dice games against the skelly and ghost I get teleported to the final room. Is that supposed to happen?