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Mentel

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A member registered Jul 31, 2021 · View creator page →

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Why was it somehow better than randint's and cloudi's game? I don't even have that much criticism, since the fact everything is kinda ass just plays into the joke.

Voice acting: I won't talk about the contents, but since you already started it would have been nice to have some idle dialog while you do whatever task it is you do for the level.

Settings Menu: You could have like at least changed the background to the same blue, instead of leaving it with just the default gray.

Jumping: It felt a little awkward, a higher jump, higher gravity awhile falling and a bit of hang time could have gone a long way. Though it was unnecessary for the most part, since you could reach most orbs from the first step.

Hi boys, so... there are problems.

Level Design: Overall was fairly solid, but especially with the 2nd level it could feel more like fumbling around looking for hidden passages, rather than puzzle solving. Like for instance I completely skipped the path to the switch after the lava lake, since every other switch is on it's own path and it's a dark rock climb on the side of the wall that's almost invisible when the screen gets dark, the only reason why I even went that way, was because I already touched every other wall around and finally saw the rising stone above the skyline.

Collisions: I don't know who handled those, but seriously, why do some random stones lack collision. On the flip side, why do some pits have shelves that DO have collisions.

Box: Why does it cover like half the screen bro, I just want to see where I'm going with it.

Platforming: Is there even coyote time? Because it didn't feel like it. Overall the player controller could use some work, acceleration, deceleration, hang time, higher fall speed. You know standard platformer stuff.

Cursor lock: Mostly a web issue sure, but it would be nice if it would unlock the cursor when you press ESC so you can actually full screen the thing if you exit out of it.

Weapon Sway: Or more adequately item sway for this game I guess? It would be nice if the "strange device" wouldn't feel so static on the screen and would sway a bit when moving the camera.


Apart from that, it was still mostly enjoyable, the actual puzzles were nice and the graphics were coherent.

I'm pretty sure the screen turning red is a problem with WebGL and not specifically anything I did. The shotgun actually is fairly powerful to be fair, with the only caveat that you have to actually switch to it. The bat was kind of just there because we wanted something to push the story, but I agree that I could have buffed it, I don't know give it higher movement speed or smth. When it comes to skipping text, well it's kind of possible with the current setup minus the first cutscene if you spam Dialog Forward, since it fills the text box and then goes to the next, but a full skip button would have required more work because of how the dialog events are programed. But anyways, thanks for playing and I'm glad you enjoyed the game either way.

I like it, reminds me a lot of Into the Breach, in a good way. The character synergies were pretty fun, though there are a couple bugs and some descriptions can be unclear as to specifics, like adjacent could mean either with or without diagonals. But overall enjoyable game if lacking a bit on progression and content.

That's strange, I can't quite find anything that could even cause that and I haven't seen anything like that in play tests. So sadly I don't think I'll be able to fix it. Either way it is a shame, hopefully it won't happen to anyone else and at some point you might return to give it another shot.

Could you tell me what exactly the bug was? I'd love to fix it if it prevented you from playing.

Glad you enjoyed, yeah we were kind of rushing the farther we got, I was working 12 hours a day already, so sadly with this kind of team size and a lot of new people not everything could be as polished as I had wanted it to be.

Honestly, I'm just glad we finished the whole thing on time (minus one stage that got cut). But yeah it definitely has some spikes.

Ngl like halfway through making this game I kinda realized that "Adventuring" in fantasy media is just a nicer way of putting: stealing, grave robbing and murdering. Like in a average session of D&D you go into a dungeon where people were layed to rest, you kill them if they turn undead and steal all the riches, put there by their relatives.

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Ummm... so.. what the fuck do I say about this? Well one thing I can say is the crossy roads part is not... yeah not is a good description, it's utterly unplayable apart form up to 4 lanes without barriers, or more if the cars come from the same direction (unless they crash on their own of course). Uhh the npcs that give you money kinda don't spawn after the first day, the map has a bunch of holes which allow you to skip the entire thing almost always (I think there is one type of a begining where you have to go through a bunch of lanes and can't skip everything else untill you pass them). There are some glitchy normals, the car sfx is really loud, the npcs don't have AI, Animations or friction for that matter and... um. I don't know what else to say, I think the rest might have been too broken for me to expirience :var: (oh also the ground detection doesn't always fire so you can't even jump on to the curb sometimes)

The controls were rebindable in the settings menu, so the kick can be changed to space

Sadly I had to scale down the difficulty for the purposes of the jam (because I want everyone to expirience the game in it's whole, no matter their skill level). There is an option to scale the difficulty back up in the settings, but I left it as an optional feature.

Played my game, Bought a snail,  lost it all after few races. Came back, did better, lost it all again, repeated the cycle a few times, realised that there is a fee for entering the race. It's fun, it's gambling, it has some Jamlytics black magic, kinda wish it explained how stuff it works cleaner way, but nonetheless impressive as hell.

Really nice visuals. I feel like conceptually the game is great at giving off the feeling of a duel, but in execution it doesn't feel like it rewards you that much for taking risks. Bullets equal out their stats, there isn't any actuall insentive for fighting with tougher foes, loading deadlier bullets or firing in the perfect window since there is no drawback to dragging out the fight and no limit on the ammount of duels you can take. I tried it both trying to always go for perfect timings and just shooting in the normal window, nither was particulary more effective. Part from that I also think after death the revolver should already be loaded with 6 regular rounds, since either way you don't have any other choice and the player alrady lost a bunch of time do to the lost progress on death, it's a great introduction, but an unnecessary inconvenience when starting again. Now that being said I still enjoyed it for the atmosphere and I think it's one of the best mechanical interpretations of a revolver duel I've seen.

I literally took the time out of my way to make an in-game one in the main menu 🥲. I guess I should have made a pop up to play it before you start the first run.

Thanks, I tired my best to get my "juice" game up this jam since most of my games have good gameplay and competent pixelart, but I often miss out on VFX particles and stuff like that.

No worries, I know how it is to miscalculate the time, I had just the basic enemy, 2 layouts and no pause menu for mine, so I had to employ my friend who also made the music to spend his left over time to add some more content :P

Really solid there are some small qualms I have with it but for 3 hours I wasn't expecting all of these things, the visuals were nice, tho I did feel a lack off feedback on the jumps (like squash and stretch, particles or sfx). The level design was nice, but I would love something like a line or use of colors to mark what buttons do what. The music was good, I liked it. If it comes to gameplay I wish there was just an option to set stuff down instead of always having to throw since sometimes you have to put stuff on buttons and it would be so much easier than calculating the trajectory in your head (but it's fine). Either way it's really good for 3 hours, I was scared to even attempt to make full animations for one character in this timeframe, let alone two.

I like it, a few things that I kind of felt missing were a zoom out function or just the playfield being more zoomed out since upgrades in the tree sometimes get placed outside of the players view and there isn't any line connection between them, so it wouldn't be hard to miss. Also I know that the timeframe kinda constrains us in making a lot of polish (I had to cut back on gameplay to polish mine), but I feel like there should have been a little more time put towards making clicking the button more fun to press (be it through shaders, changing the size or adding a more satisfying sound effect for pressing the button), also it would be great to next time use PlayOneShot() instead of Play() so the SFX doesn't get cut when it's called a second time. But Overall still really solid, especially for a 3 hour jam.

The chromatic aberration is actually a shader (since Godot doesn't provide chromatic aberration out of the box) that's on a panel on top of the entiere game. I also made it so that it also gets stronger the farther you are from the center. So it looks a bit more dynamic.

The squash on the square was actually really simple, how it works is that it has a node that is a child of the player and this node is the parent of the square sprite, this way it can be rotated freely towards the movement direction and I can set the global rotation of the sprite to 0 so it doesn't rotate with the parent. Then it's just a matter of scaling this object to some ratio (I think I used 0.75x1.25). As for the lighting it's actually really simple, it's called Bloom and it's a post processing effect, in Godot it's in the environment node and in Unity under the Postprocessing object. Now generally bloom is made for existing lights to make them glow more and somewhat replicate the real life experience of looking at a bright light, but if you decrease the bloom treshold then everything with enough brightness on the texture will become slightly emissive.

Yeah there is definitely some things I would have changed and tweaked a bit more, but since trijam limits the development time to 3 hours a person I needed to cut down on as much stuff as I can if I want something that looks semi competent. And this being my first try at making something this quickly I now know that I should have planed this project out a bit more instead of just "yoloing" it as I usually do.

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Alright, now I'm not a stealth game designer (I mean I struggled with AI for my game 2 weeks ago), but I've got some feedback.

1. The second and third abilities, the panic and the stun are both way too useful compered to the rest of the kit, I mean instant disengage options in a stealth game are usually very hard to design around, take the dishonored series for instance they blink is a constant element of the kit and if you ever tried to beat the games without it you might find that they are much more difficult for it.

2. The binary detection is kinda a pain in the ass, when it comes to detection systems it will usually boil down to two aproaches, either analogue where the enemies have awarness and they will transition through different states, from suspicious through alert to combat, some of the games using it would be metal gear solid or the dishonored series, now binary systems are trickier to design and usually would feature a lot more information to the player like vision cones or noise visualisation. If you make a binary system and don't give the player any information on how close they can get and when they will be noticed it makes it pretty unfun to stealth since you're pretty much stumbling in the dark.

3. The targeting. One thing that was a objective problem is the camera position and also the selection cursor, the camera since it's tilted was really unfair when walking down the screen and the cursor also had problems with selecting enemies do to the iffy selection especially when trying to select someone that is hugging the bottom wall of the room.

4. Lastly the stairs. Now this really isn't a critisism cause everyone has some bugs but I just couldn't resist not talking about the lack of colider of the celing and walls on the top of the stairs which allows to just climb on the wall and walk on them towards the exit. (I found it on the left stairs of the first room up from the starting cells)

And now I know I just droped a lot of criticism, but I still enjoyed it, even with all it's quirks and problems there still were parts of it to enjoy. (And I won't list them because time constraints)

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Yeah I actually added an option to switch R for G in the pause menu. The difficulty I tried to address at least partially but the game gets much easier when you play more aggressively, by sticking close to enemies, but that's a bit counter intuitive if you don't actively get into that mindset. So definitely could have added a bit more pointers appart from the already present design choices like instant pickups at close range and the option to kick enemies.

I kind of forgot people still use those, I might add it to the list of things to keep track of for the next jam

The only way I know that the gun can point in a different direction is that if you shoot it before the character menages to return the gun to the previous position and angle after the recoil is applied. It's best seen with the Uzi which can rise about twenty degrees up if the trigger is held down. But shooting a pistol fast can also lead to a less extreme version of that.

Honestly I was out of stuff to do half way through the jam, like the gameplay was done in about 3 days with all the AI weapon polish and gamefeel, that's mostly why we had time for stuff like achivements, I know the banner is pretty bare bones I might work on it once I have enough time and eagerness to work on it. I might also add like a grime texure or other wear from the door in front so it's a bit more vissible, without taking too much from the gritty and desaturated worldspace.

I actually didn't even realise how close it is mechanicly to SUPERHOT. Well glad you enjoyed the challange, I like to think of it kind of less as neo from matrix (like superhot) and more of John Wick's gun fu but in game form.

I was wondering how close was my game to yours based on that both of us were taking inspiration from similar sources (hotline miami, ultrakill) but surprisingly we managed to build games that play so differently, I have some issues tho... the range of the punch is laughable no really that thing almost requires you to hug the enemy otherwise tough luck so unless you know how you shot them... with no visuals for knowing if you hit them because in the midst of it without a hitflash or something there isn't really a way to gauge which enemy is spraying blood and it's hard to figure out how much hits does an enemy take they aren't exactly lining themself up for you to test your theories. The parry is fine I guess, I feel like it's a bit late and a bit short for my prefrence with all the shooting and doding it's hard to keep track of how close a projectile is to you. There is almost no telegraphing for the melee enemies they just get close to you and suddenly your health is gone, before you even have a chance to react, doesn't help that they can sometimes part phase into a wall and they don't exactly stick out in the environment. Also would love some more umpf to the shooting, it feels less like shooting a gun and more like you are creating lasers out of your fingertips, some light screenshake some recoil some more flashing you know convay that there is actually some power behind that shoot. The dash could use a few frames of free control near the end so it doesn't feel so rigid. Apart from that I think the visuals are really pretty the shaders are nice and it certainly has a good atmosphere. (Tho I miss the grading system ;-;)

Get ready for the CONSTRUCTIVE CRITICISM (In a form of a point by point list) [Also SPOILERS for those who didn't play it]

  • The eyebat - I think i know what you were going for? Like a monster that will be so hard you grab the book, but you know how a player reacts when a challange is thrown at him he will go to extreames and "do the exact... same fucking shit... over and over again expecting... something to change". Either way really frustating with it's moves. I feel like they were too random and a longer battle with more attacks would just suffice over a random spin of the wheel of fates. There is no real way to predict where they will turn which is frustrating in a compleatly different way then the hardest battles of undertale's Genocide run.
  • The book - kind of anticlimactic becouse of the previous fight which makes it kind of feel like you weren't really given a choice and this was a total funnel for the benefit of keeping a story. Which kind of makes this epic finall showdown moment feel forced and uncool. Also like a bit more spice could have helped like having one attack like the rest of the enemies just made it seem like it isn't even the big bad enemy there is nothing unique about him compered to what we deal with at the first enemy. Also the ammount of eyes just showing up on the objectives mean that this fight drags on for way to long and forces you to just wait... and wait untill you can finally grab it without more attacks or a second phase to make it feel a little less dragged on.
  • The combat in general - the hitboxes especially on the normal attacks felt a bit off like I know I touched them but even when I felt like they were far enough away from me. I feel like the hitboxes could have been a tad smaller.
  • The rest - good... very good even, pale did a fantastic job with the art, tho a attack animation for the start of the fight would be cool so the bat just doesn't heat seak onto me and then just stands directly on the center of the character before the scene loads (Also did they have to be different scenes couldn't you just have, turned of the player controls and did that on the same scene so there wouldn't be those awkwardpauses every time the scene has to load back or at least have the main scene not be swapped and just still be there under this one) the music fit the battles and the character controller alltho nothing special did it's job of getting us from point A to B.
  • Another thing? - yeah this list never ends does it, the end the start the lack of skip! you really expect me to sit through the dialog I heard between 20 seconds ago and 3 minutes ago, like why isn't there a skip button after you encoundered you have the end fight with the book for the second time, why do I have to refresh the game to play it the second time even when it's intended to have multiple endings and multiple playthroughs, why do I have to sit through the intro the second TIME. I'm sorry for yelling, but come on...

Alright so some pointers, a lot of waiting really kills games you want to find the balance of giving the player something to do and giving him some breathing room, here it could use some more stuff to do. The tutorial section having to be repeated each time doesn't really help with that so it would probably be smart to lay out some checkpoints throughout or at least have one after the tutorial. Also there was a bunch of sorting issues with the grass and flowers but honestly instead of placing them manually next time you could try doing some procedual placement as in for instance setting up a loop that will place them randomly layer by layer so it places them without the layering issues.

Ah yes the blank image, either way I know there was a lot of problems with layering throught making of this game, godot doesn't really make it easy to make isometric games especially outside tilemaps

Glad you enjoyed

I was mostly the artist for the entire game, Correctminer was just helping when I was busy doing other stuff.

I tried my hardest, but failed... a lot of times hopefully this isn't an accurate representation of my game dev skills , either way it was pretty good. I feel like the selection through keyboard was a bit weird with sometimes the incorrectly written ones not disappearing and stuff, even with the debug tab it was almost impossible to devise what needs to be changed. Graphs would be better than just raw numbers. The debug thingy was weird, I didn't even realize that just having it open caused the time to speed up instead of it just being a one time penalty whenever used.

I feel like the main gameplay loop, could have used a bit more... spice. You know like random obsticles on the track or engines that only activate periodicly and give you one big boost, and other simullar stuff, also crashing doesn't really feel that imactfull maybe it could take half a second or so from the time limit so you're actually encouraged to not touch them once you have fuck ton of engines. But I guess you didn't have enough time.

My ears are bleeding my eyes are bleached and my brain took a vacation. Also why are the dead bodies static I would love to push them... oh wait right 2 hours.

Alright I have a few suggestions. Like always I try to give some tips for improving so a bucket list it is:

- Text during gameplay: I understand the want to include the story into the game, but the gameplay doesn't really support it. A big no no, you can see it with notes in games which I don't think most people read those.

- Bugs: So many bugs, playtesting is important above adding new features and just from the first session I encountered some problems with the player oscillating up and down when hitting obstacles as well as level 4 sending the player to level 2 for some reason.

- So much text o_o : I know it's ironic when it's coming from a guy who's two out of the last 3 games were narrative based ones, but you can definitively cut a lot of the text in the tutorials and replace that with sprites.  To make it easier to digest.

- Movement: It feels really slidy and the time it takes to gather some speed is really slow, making the acceleration faster and cutting the time would make for a more frantic experience.

- The balance: So you gain an enlightenment point per finishing the level, and you lose them per hitting one obstacle I don't think that is a great trade if you can lose points faster than you can gain them. I would understand something like failing the level loses you one point but hitting an obstacle seems to harsh.

- The collisions: a good practice is to provide clear telegraphing for everything. The boundaries in the level could have been either a fall or a wall but here you can't really tell how far you can go before the death collider gets you. Another thing would be to have a smaller collider for either the obstacles or have another small one for the player that only counts collisions because weaving is hard enough and adding a bit of grace zone to obstaclesis a common practice

And with all of that I still think it's a solid first entry. It's normal for the first game to have a bunch of issues but we learn and overcome :D

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Yeah that I couldn't fix that before the deadline, that's why I provided the download if the lagging was too much of an issue. But it's gonna be fixed post jam