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MidnaTheBlackRobe

14
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A member registered 41 days ago · View creator page →

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Weird, yes that works, interestingly it never even crossed my mind to do so. I've played a lot of games throughout my life, it's really surprising to me that doing that didn't even occur to me. I guess it just felt like a game that would have a fixed camera distance....? Not really sure why.

Overall, pretty fun. The camera sensitivity was a little high, but I liked the minigames. I can't exactly say why, maybe it's a zelda reflex, but I kept wanting to release both mouse buttons when firing the bow, and that made it so much harder lol. I liked the watermelon cutting, and the desert aesthetic was pretty cool too. I do wish it was more obvious as to whether I'd finished what was in the game though. Even just a splash screen after beating both minigames saying that the game isn't finished would be good enough. Good work! Hope you learned something, I know I did!

Fantastic game, I love how well the music lines up with the gameplay, and it even has a story! I just wish I were better at rhythm games... I only made it past level 2. Oh also I really love the main menu design! I really like the life system, but it's also incredibly unforgiving, especially if you have several fast notes in a row. Some sort of i-frames would be nice, or at least it would be a nice accessibility option.

Had to watch the video for proof that the cheese actually exists, and I still can't find it, I'm starting to think you're not supposed to... I mean this in the nicest of ways, but I hate the music. Absolutely horrifying. I keep expecting the cheese to jumpscare me if I ever find it. Great job guys! I think this is the scariest game I've played this jam, and that's really funny to me.

Wow! Just... wow. Fantastic game. It took me three hours to find all 26 bolts! It's a little rough around the edges, but this is a really solid and fun 3D platformer! It reminds me of early 3D platformers like Battle for Bikini Bottom and the Pac World games. Absolutely insane that you guys pulled this off in a two week game jam.

If I had any one complaint from a gameplay perspective, it's how difficult it was to pinpoint the last 4 or so bolts.

I'm hesitant to name specific bolts, but there were a few that were hidden enough that I kinda just had to stumble upon them after traversing an area 5 or 6 times... The world's big enough and complex enough that it would be nice if there was some sort of area separation or something. Kind of like the obelisks in "The Witness" which indicated collection progress within a general part of the map. Just a sign at the start of each of the three main areas indicating how many bolts are left would do. Or you could go the Nintendo route and have some sort of hotter or colder system (e.g. korok mask), but that feels like it helps too much if you ask me. I also think this problem is exacerbated by the camera being so close to first person. The player can see less of the world at once, so it is harder to find things hidden around corners and the like.

I really love the music, and they really fit each individual part of the game. However, I'm not sure changing the music based on which way the player is facing was a good idea... I think you were going for serene moments of quiet, and sometimes that worked, but sometimes it instead disengaged me from the game because the change from music to quiet and back to music again was too abrupt. This is a very hard thing to get right, especially in a 3d game with a lot of vertical movement, so kudos to you for trying! However, I also wanted to give my honest thoughts on the matter.

Sorry my criticisms are longer than my praises lol, I really do think this is the best and most ambitious game of the jam! Great job y'all, you should be proud.

Wow! That was fantastic. I can't believe this was made by only one person. Between the sound design, art, and decent and intuitive controls, this was phenomenal for a gamejam game. Heck, it was pretty good as a short game regardless!

Great horror game. It successfully got me scared without having a big loud jumpscare.

One super small thing I noticed, you can interact with the door through the corner of the bathroom.

Great job! I look forward to your future work!

Sorry to say, but I just can't get into this game. Like.... it works, I think, I was able to make a couple miners and a signal tower or two, but the progression is so open-ended and the building functionalities are so cryptic that it isn't clear enough for me to play.

Which is a shame! It looks like you put a lot of effort into this. I love the generated world, and the enemy behavior is really interesting. I also really like the music, it's kinda Minecrafty. I think there could be a really interesting system here, but it's too obtuse at the moment to actually understand it and have fun.

I suspect you just ran out of time, but I'll elaborate a bit more on my point in the hopes that it helps you in the future. 

While I think a tutorial page or something would help, what I really think you need here is a slower and more clear progression at the start. Like... What's the first thing the player is supposed to do at the start of the game? Is that clear? Could they easily figure it out on their own? 

You don't want the player to have no agency, but if you plop them in a world with literally no explanation, almost no goal, and everything open from the start, they're going to feel directionless and have a difficult time. There's a reason that so many games with buildings like this have an unlock system as you progress (Civilization, Satisfactory, etc.). It starts the player off simple while slowly introducing more complexity while the player learns. Intentional limitation breeds creativity.

It's also important to ask what the player is likely to know going in? Would they know what the term "recieve request" means? What about what it means to "send signals to nearby buildings"? Jargon is a dangerous thing in most fields; videogames are no different.

All of this highlights the importance of play testing. Don't consider this a failure, you've made something really cool here. consider this the first play test of your game! Now you can take this feedback and either improve this game, or keep it in mind for games you make in the future!

I wish you luck!

Wow! so much art for an unfinished game. I really like the 2D/3D aesthetic going on. Much more character than a lot of similar games. I hope you get to at least get it to a workable state! Good luck finishing it.

Hi! I was able to complete the game, and I really liked the 3D environment, but the controls left something to be desired....

1st off, the camera zooming in to whatever surface you're looking at was incredibly disorienting and made me feel a little nauseous. I understand what you were going for, but maybe it would be better to have two modes? a roam around and find the pieces mode and then a static zoomed in mode when you're actually putting the thing together? Also you might want to limit the maximum and minimum camera angle when looking up and down a little bit. This prevents the jerky movement when looking straight up and down.

2nd, I don't think the vice needed an on and off setting. I know that's slightly more realistic to how a vice actually works, but it would be much more intuitive to just have the player place the object in the vice area and have it stay in place. If you're dead set on the on and off thing, the vice absolutely needs a clear visual indication of whether it's on and off. Also disassemble is not the right word here. the clock is already disassembled and you're preparing to assemble it...

3rd, it took a long time for me to figure out that the clock gears were on the ground. They're super tiny and out of the way. At the very least, it would be nice if the tutorial message mentioned that the pieces were scattered around the room (since it's a tutorial after all).

Finally, while I liked that the pieces lit up when you hovered over them, some more visual indications would have made it a lot more clear that I was doing the right thing. For instance, there were a lot of times where I was trying to put a piece on the clock and I had the orientation too incorrect, I'd let it go, and it would just fall. Perhaps a separate button for attaching a piece would also help with this. 

Oh, and the gear physics was really janky. I had several times where a gear would just roll away forever... Not sure exactly what's wrong there, I'd have to actually look at your object movement code.

Overall good job! Any game that someone can finish and have some fun with is a success in my book. Good luck with your future endeavors! 

Hi, nice game! I really liked how the world was randomly generated each time! The scraps circling around the player and being shot out was also really neat. Oh! and I really liked the CRT screen effects; they really fit the game's aesthetics.

There were a few things that made it kind of annoying to play though...

  • If an enemy touches you they often just kind of stick to you and make it really hard (or sometimes impossible) to move.
  • There isn't any indication of: current score, enemy health, player health, or if you hit an enemy. This makes it really difficult to tell what's going on and figure out what I should prioritize.
  • The controls and goal aren't immediately clear and there's no in-game explanation for them (a single popup screen at the start would do), making it practically required to look at the tutorial screen.
  • Scrap doesn't spawn periodically or drop from enemies, and it's destroyed by shooters. Since it's the only way to attack enemies, this makes the late game just running away from enemies which is significantly less engaging

Good job getting the game done! Hope you had fun and learned a lot.

This game was really good! I really liked the music and the visuals were on-point! It was very reminiscent of the Guitar Hero games (and other similar rhythm games), and it pulled it off pretty well.

I wasn't sure about the choice of keys to begin with. It felt kinda awkward and unintuitive, but I think that makes it feel more like you're controlling a puppet. Especially since it practically forces you to use two hands.

I can respect focusing on the music and wanting to have multiple levels so that you can have more than one track, but I think the gameplay suffers for it. I would have preferred one performance that had a custom pattern of notes than three performances where it's the same four notes in the same order the whole performance. As is it's a good proof of concept.

I liked the fail/good/perfect feedback, though it felt like it gave perfect at weird times some of the time. This system felt really good for the first two performances, but once the speed ramped up in the third, I found it difficult to tell how I was failing. It would be nice if there was some visual or audio indication of whether I was early or late on any individual note.

The puppet's art was really cool, and I like how it was timed so that they changed what they were doing whenever you pressed a note. It's probably a little outside of the scope of a two week jam, but it would have been really cool if it felt more like each individual note was attached to a specific part of the body and then different patterns of notes caused the puppet to do different things by moving each part in a specific order. Maybe something using procedural animation like the creatures in Rainworld? idk, just a thought.

Overall I had a lot of fun playing this game and it's really impressive how much you guys got done in such a short time. Great job guys, You should be proud!

Nice game! The gameplay was intuitive and easy to control. I really liked the level design and feedback when you got hit or hit an enemy. The movement felt good, and I died once (always a good thing lol).

It's a small detail, but probably the largest thing that stood out to me was that there's no indication that the door is interactable after you kill all of the enemies in a room. It would be nice if it lit up or something when you walked near it.

I also found it a little weird that you don't retain stat increases across levels, but if you die it starts you back at the first level. My general expectation is it would be one or the other: either it's a roguelike and you gain stat increases throughout the game but if you die it sends you back to the start, or it's level based (like Mario) and when you die you get sent back to the start of the level.

Other small things I liked:

  • I liked that you have variable jump height
  • Good job communicating which enemies are more dangerous based on visual design
  • The music fit the game well. I wasn't sure about the title music, but it kinda serves as a nice contrast to the more intense music during gameplay.

Other small nitpicks:

  • It would be nice if the enemies reacted to you hitting them and turned around
  • The platforms look fully solid but the bottoms don't have a hitbox. This isn't really utilized in game except that enemies can hit you when partially jump up through a platform which doesn't feel great. It could be nice to have some platforms that are solid and some that you can travel through the bottom.
  • It would be nice to have a little bit of coyote time when jumping off a platform. As is it sometimes felt like I should have successfully jumped but instead I just fall. Not necessary, but definitely personal preference, it preserves player intent even if their timing is slightly off. A jump buffer would also be nice lol
  • Sometimes the enemy movement bugged out and they'd just walk into a wall forever

Great job guys! I had fun playing the game!

Could be an interesting game, but the screen resolution doesn't work in my browser (firefox) on a 1080p screen. I'll try it on a 1440p monitor when I get the chance, but as is it probably isn't playable for the majority of people. Perhaps there's some setting when building the game that allows screen resolution to automatically adjust? Not sure.

Hi! Great looking game! I love the music and the atmosphere of the game. The character writing is pretty in-depth and I like how well it pairs with each character's drawing.

What is there is really good, and it's impressive how far you got in two weeks, but I also would have liked to see at least a basic finished storyline. What's there now feels more like a demo (which is fine!). Maybe there is a finished storyline, and I just took the wrong path. As it is now, it's hard to tell whether there are multiple overall paths or whether the current gameplay is  linear. If there are multiple paths and some of them are more finished than others, then it might be nice to have a basic walkthrough for what choices to make to get a complete story? or maybe a hint at the end? idk

Great work though! Hope you had fun making it, because I certainly had fun playing it!

P.S. Super minor thing, and I'm sure there are more, but I thought I'd let you know you misspelled "laughing" in one of Hal's dialogues. Overall though the grammar and spelling was on point, it read very nicely.