Thank you, I'm glad you liked it!
There's just that 1 secret ending in this game. I had other ideas for secret characters and items in the game, but I ran out of time, so I was only able to include that one for this game.
This was a fun detective game! The analyzing and collecting clue mechanics were engaging and I enjoyed the overall game progression. The hallways were a bit long, so I liked that you blocked off certain areas to really help hint at where to go, especially since I wasn't familiar with the layout of the school.
Great job with this game!
I played your original build for your game during the midterms and it's impressive how many updates and improvements you've made since then! I really loved the basement scene; it captured the mood perfectly with the special effects and immersion. The font and overall visuals fit into it really great too. I really liked the overall narrative and the illustrations that really helped tell that story.
You did a really great job with this project! I'm looking forward to playing more of your games in the future.
I played the demo during the midterm playtesting, and the updates you've made to the game since then have been really impressive! I love the overall theme and aesthetics you have going here.
The tutorial helps a lot to explain where everything is and how the game plays. I wasn't able to fully figure out the trading mechanic, but I do like the option to dock at different areas that you find along the way. The ship is also much easier to control now and the overall level design works well, giving it a very open world feeling. Great job on this!
Thank you for playing and streaming my game, I appreciate it! I just watched the VOD, thank you for sharing.
It was definitely challenging to balance the difficulty level with this game. I had an initial fear that without telling the player what to do, they might not realize the meta mechanics of switching between the folder/finding files; I'm glad to see that you and the others I've seen stream it didn't have any issues with that though. I maybe leaned a bit much on making it easier rather than difficult in that regard to make sure it wasn't too hard to figure out, but that's something I'll definitely work on going forward.
I really like the idea of the encryption key or combining a lot of the mechanics to make more challenging puzzles though. If I had more time to work on the game, I would definitely expand upon the puzzles to add a lot more of that. Thanks for the feedback as well, I'll definitely take this with me into my future games that I develop!
This was a really fun game! It was very unique and not really like anything I've seen before, so definitely fit well with the theme of the game jam. This has been my favorite entry I played so far!
It was a bit of a steep learning curve at first and I was a little overwhelmed by the tutorials, but after a few tries of it, I was able to figure it out and it was fun and kept me engaged! In a full version of the game outside of the game jam, I'd love to see more of an interactive tutorial rather than a lot of text up front, but I appreciate it being there to teach the core concepts for the purpose of the game jam.
I also would've really liked to see the player's health. It was clear when the box was in danger by its red indicators, but usually, I would lose because the player character lost health, and I wasn't entirely sure how many hits I could take before that happened. But other than that, I had a lot of fun playing it! It was really challenging and I didn't end up beating it, but I did play it a bunch and noticed I was getting better at it on each run.
This was a cool collection of puzzles! I really like the idea of making an escape room and you did a great job creating the point-and-click mechanics. The snapshot feature was a really useful mechanic to help with remembering what some of the hints were!
Unfortunately, I couldn't figure out how to solve any of the puzzles though. Maybe if there was a way to ask for a hint and it would just give you a not-as-good ending or something, that might be helpful.
I really liked the concept here though and great work with the custom art and tying everything together!
This was a fun short platformer game! I liked the theme you were going with inside the computer. The file transfer bar and windows helped add to this. I liked how in the last level you had to go outside of the window space to complete the level. I didn't realize it was somewhere I could go until one of the collectibles appeared there, so that was a cool surprise!
I had a little bit of an issue starting the game at first since I didn't have my controller plugged in and wasn't sure what the start button translated to, but once I plugged in my controller, it all worked well! The start button ended up being a different button though. And the window size (I'm not sure if this was intended) was set to the left half of the screen and I wasn't able to resize it.
Other than those few little bugs, this was a fun platformer with an interesting theme!
This was a really fun puzzle game and definitely unique for an RPG Maker game! It was challenging, but fun. I really liked the art style and overall retro feel of the game, ranging from the character "voices" to the custom art. The character drawings were well done and have a lot of personality to them. I loved the VHS-like filter effects that you added; they really added a lot to the retro feel you're going for!
That Easter egg you put in the shop of the RPG Maker 2000 poster was a nice touch that I wasn't expecting to see too :)
Thank you so much! I'm really happy that you had fun with it. I really enjoyed making a game to fit into this theme and I learned so much while making it!
My beta tester also had some feedback on improving the kick mechanic, so I made a new update to add a "kick assist" feature to make that puzzle a little easier to get through and hopefully more fun!
This was a really fun game! I love the details you put into the building and repairing of electronics. It was very nostalgic. And very cool to learn about the inner workings of them!
The instruction notebook was also a very cool touch to make it feel more immersive. It was helpful to follow along with too.
I'm looking forward to seeing more! Great job with this project!
The branching dialogue and item collecting mechanic you made for this game was really interesting and unique! The overall look and style fit with the mood of the game really well too. I liked how many choices I could make while interacting with the passengers in the car and how it would affect the story and outcomes of their rides. Great work!
I love this idea, it feels very nostalgic and makes me want to dig up some of my old games too, haha! These were fun to play to see your game dev origins. The Memedom one was my favorite; the shark fight was really challenging but I had fun and did manage to beat it on my last life!
That's cool that you were able to launch them all from Godot (I really like the PS1 themed cases too)! The one issue I did have though is that because there's music playing on the hub screen in the Godot game, it did clash with the Unity games once they were launched so I ended up having to close the Godot launcher between each. So if it's possible to make the music turn off once a Unity project is launched that might help!
These early games really do show how much your game dev skills have grown too, so like you said, remembering your roots is important, I agree!
Thank you for the feedback, Drifty, I really appreciate it! You brought up some really good points here and I'll definitely be thinking about those kinds of things more in my future games for sure.
One of the things I'm noticing a lot as more people play through it is that a lot more people are choosing Pamchan's route than I originally anticipated, so I do definitely see now with what you're saying that I really could have incorporated some of the overall core story elements that you find out in other routes to make the story make more sense regardless of who you choose (like the theme that Heidi is overworking herself so much that it leads to her downfall—I realize through Pamchan's story that might not have been as strongly hinted at as other routes for sure, so it makes sense why it may seem to come out of nowhere).
I appreciate the honest and detailed feedback here for sure. With this, I have a better sense of where I should improve and what to prioritize for future projects. One of those will definitely be finding inconsistencies with those branching paths, as I see that's been something that was definitely a challenge to fully test on a short deadline.
Thank you for playing even if it wasn't a style of game you're interested in! I'm sorry you weren't able to finish it, but I appreciate the feedback and that you gave it a chance either way. I understand your point of how bringing the connections to the lore earlier in the game could've helped though. If you're interested in skipping ahead to see where it all connects, feel free to check out my playthrough here:
It's around 22-23 minutes into the game (in my video above) where it all starts to make more sense and the impact of your choices is a lot more evident. Thanks again for playing and streaming it on your channel!
Thank you so much for playing my game and streaming it, I'm so glad you liked it! :D
I loved watching you play through it and seeing the choices that you made throughout. It's so fun making games with different outcomes because I love seeing how differently people end up playing through them.
I'm glad to hear that you liked all of the characters too. Pamchan was the only character from this game that I already had established before developing this game, since she's from my bigger series, The Nays. So I'm happy you enjoyed the characters and story that I developed in just the month for this game too!
I'd love to see you stream Spirits of Combination Village, and would be interested to hear what you think of my game!