Thank you! That was definitely one of the influences.
MichaelKTaylor
Creator of
Recent community posts
Hello.
I can see that. Congrats on your first game jam. Hope you had fun, this is really good quality for a first time game jam.
That's how we felt with our game, it was more for fun than for anything like cred or to get people to see. Also it just help build some experience and think differently than you normally would.
I didn't expect to like this one, but it's really good. It requires a lot of forward thinking and strategy. There are a few clarity issues for the UI (took me a few tries to see that I couldn't move or attack after that), I though it was all tied to the move points you had on the bottom right. Despite there being music options, I didn't hear any background music.
This has a lot of potential if you develop this further.
While I think the idea is solid. I couldn't figure out what do first. I pressed every button on the keyboard, followed the pet around, tried to interact with it, pressed every button on the mouse, jumped to try to do parkour on the big cube, I didn't get any response.
Even a little nudge like an arrow or icons for controls would help.
Few things. The I like the style, and the atmosphere. I do have a few questions. Is there anything planned to meld the theme of forgiveness with the gameplay other than talking to people and making a judgement call?
Maybe it'd change the player in someway or make change the outlook of other characters, stuff like that.
I know that this's a very early prototype, so maybe I'm dead wrong about all of that. Keep on going.
Here are minor issues I found
-Can still move in dialog
-Invisible walls
Sincerely, Michael Taylor
Should have tried this earlier. Here's some feedback.
Pros:
-Art's good, but I assume a lot of it is proof of concept before polishing?
- Tackling localization from the beginning, that'll save a lot of headache
-The boss is great, making the player remember their energy hook ability while at the same time not charging in.
Cons:
-I can pause during dialogue. I don't know if that was intentional or not.
-I had some weird camera jittering when moving, both with the controller and keys. It maybe because the camera is struggling to catch up with the player character.
-Some parts of the background (pipes and whatever else) look walkable, but aren't. Again it maybe because it's a proof of concept and I may be judging too early.
-When you're introducing the ultimate attack (where the screen turns red and black), it might be better to introduce it a few inches more where the thugs are in full view. I thought the slime cat thing was the enemy.
Looks like a pretty solid start, I'll be keeping up with the updates.









