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MichaelKTaylor

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A member registered Apr 04, 2016 · View creator page →

Creator of

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Thank you! That was definitely one of the influences.

It's cute. However I think you need to ease the player in when you switch up the rules.

I like the music, thinking you could add a little extra "oumph" in the button presses with some expanding and screen shake.

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.

Okay, this is a gem. I love how hard it starts and you slowly realize what's being taken away from you and your like "oh." I assume that's hey the first level is the longest. This is a really good one if you want to take it further. Great job!

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For rebuilding what you had in 2 days, it's not bad. I got the key in the first room and tried to find a door that it would work on but never did. The colors clash with sometimes where I can't see enemies or environments.

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.

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It's minimal, effective, visceral and engaging. I like that the game outright asks you to see, hear, speak no evil when it's happening.

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.

Very nice! It's on the nose in a good way. I like that the difficulty is not in the game itself, in the weighing down the actual job and consequences are.

Thanks for the feedback Daniel. Doing everything myself tends to do that, trying to get better at it. Thanks for taking the time to play it.

No problem!

Game Mechanics are solid. I think it would have helped to give the player a few seconds to breath and get used to the controls before throwing them into the fray. I can see this going somewhere if the mechanics got expanded for more player expression, and interesting bosses.

Good job.

That was the idea, but doing everything yourself has its disadvantages. Thank you for the feedback Ceeazy!

No problem. Always happy to 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

No problem.

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.

Negative World Log #38: Localization

Negative World Log #37: Postmortem

Negative World Log #36: The Cutting Room

Negative World Log #35: Polish and Achievements

Negative World Log #34: Bugs, polish, less sleep

Video:

Negative World Log #31: Making Movies and SFX.


This weeks weekly update.


On the road to content completion.

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Feel free to comment and give feedback.

Too long didn't watch

-Lightning Hazards are Functional

-World 4 is half way concepted

-World 2 is done (level design wise)

-World 3 is needs to be rearranged a bit