O... M... G! I had no idea what a flawless tribute this was! That's fantastic.
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I must admit I never would have figured out the climbing thing if I hadn't read the comments below, so I have to second the critique about tile ambiguity.
That said, I just learned a ton about narrative delivery from this game. Thank you for that. Opening the game to a conversation with a sapient talisman was very intriguing. I also like the passive-dialoge-during-gameplay. It wasn't critical enough that I had to stop and pay attention, but not distracting enough that I wasn't able to both focus on gameplay while reading the conversation. The parallaxing added to the feeling of vastness and melancholic ruins. As did the music!
I love that I was able to understand some of what was going on just by context clues and snippets of the conversation. The fact that the negative effects of the fog were not (immediately) clear (or even tangible!) made it very freaky.
I didn't pay much attention to Godot, but you've showcased some of it's power. That shadowcasting effect: Is that a tool abstracted by godot or did you have to manually code the entirety of that feature?
Looks good! I like the music, but there was no detectable sound effects. The controls are intuitive, but I found it nearly impossible to destroy more than a few opponents. I'm not sure if it is intended, but I found it frustrating that I am not able to fire at all unless I have a lock, which usually takes longer than the opponent is on the screen.
Though I realize this is to encourage me to match velocity with them before I can take them out, I was rarely able to match their speed and heading before they were out of detection range.
A bit short, but playable. Music was good. Graphics were nice, though a bit mismatched. The movement speed of the character seemed incongruous with the jump physics. The slow pace of movement made it frustrating at times.
Well-crafted game. Good challenge but lets me jump right back in to try again. Liked it a lot. Most of my deaths were from landing on a magma rock on the screen below since I had no way of knowing it was there without having died there before, which is a bit cheap level design, but I learned to hover between screen transitions.
Nice! However, this has to be the first game I've played where the default [confirm] button is the [F] key. Being able to remap the keys was nice, though it's hard to remap them if you don't know which key selects the "remap keys" menu item. A quick "controls" blurb here or in the game may go a long way.
Not bad. Though the instructions don't actually mention any controls. How to move around was initially unclear (I assumed WSAD). Conventional wisdom generally implies touching monsters harms the player-character, not the monster, so I avoided touching them and kept trying to find the "attack" button. I'm able to continue attacking monsters after they're defeated, so it was unclear to me that I was just wasting time stabbing a corpse. Lastly, the game often stops recognizing my keyhits like [spacebar] or [R] when I try to return to the game or exit the credits menu, so I have to refresh the page.
Nice. Do you have a credits file available? I'd like to look up some of the assets, but the credits menu doesn't allow me to click or copy text.
Game jam rules: "...please include a README or CREDITS text file that also includes a list of the assets used with the above information."
Thanks! I'll work on making the mechanics more apparent. Beam color never has any effect on what directions you're able to go. What Zone where you in when confused about direction restrictions?