Great UI and great prose. I will say, however, that some more periods would've been welcome; I think the usage of commas was a bit excessive here.
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There are a few clues throughout the game, and one at the very end, right before the last choice, in which the protagonist types something then erases it. This is what he's trying to type, but gives up halfway through. It's not a very complicated sentence - it only has three words.
Concordo bastante com a observação do SrLmo. Esse jogo me estranha justamente por causa disso - eu senti que ele foi fácil demais, quase trivial devido a quantidade enorme de passos que o jogador tem... mas por outro lado, se a qualquer momento eu tivesse que voltar para o comecinho do jogo, provavelmente eu não teria mais vontade de continuar a jogar. Com os desafios sendo contidos a salas separadas, a frustração cairia bastante, e o jogo poderia então ter mais liberdade para introduzir mais dificuldade em seus desafios.
Em relação à narrativa, pelo que entendi é uma referência ao jogo Helltaker, o qual nunca joguei. Eu pessoalmente não me conectei muito com a história, mas eu coloco mais a culpa em mim, que não costumo conversar da forma como os personagens do jogo falam, do que no jogo em si. Para a audiência certa consigo ver essa história funcionando, eu só não devo fazer parte dessa audiência.
Duas coisas eu achei que poderia mudar - uma é o preço das coisas da loja, que eu achei um pouco alto... em nenhum momento consegui comprar alguma coisa, o valor máximo de moedas que obtive foi quatro. E a outra coisa é a forma como as diferentes armas são utilizadas. Atualmente, cada arma funciona contra certos objetos - o aspirador suga dois tipos de fantasmas e o boss, enquanto que o taco acerta o slime e os vasos. Eu acho que seria interessante se eles tivessem algum tipo de função mecânica diferente, ao invés de simplesmente serem armas que acertam tipos de inimigos diferentes.
Algo que seria interessante, por exemplo, seria se o aspirador, além de causar dano, puxasse e atordoasse um inimigo, enquanto que o taco causasse um dano maior e knockback, porém só conseguisse acertar quando o inimigo estiver vulnerável (atordoado ou preste a atacar). Isso introduziria um flow mais interessante no combate e também envolveria mais manipulação e posicionamento por parte do jogador. Isso, é claro, envolveria um esforço maior de programação, testagem e planejamento, então novamente, entendo completamente o porquê isso não foi feito durante a jam.
Assim que eu vi a premissa desse jogo, imediatamente corri para jogá-lo. Em novembro do ano passado, passei por uma situação parecida, e sai do armário para minha mãe. Meu pai ainda não sabe.
Enfim, sobre o jogo - eu senti que ele ficou meio curto demais, mas entendo que para uma jam isso é difícil de remediar. Talvez um menor foco nos puzzles e um maior foco na narrativa fosse interessante? Sei lá, é que eu pensei que o jogo envolveria realmente conversar com a mãe e realmente passar pelo sufoco de ter de contar isso para ela... isso é uma experiência que eu acho extremamente impactante, e algo que jogos têm muito potencial para explorar. Não sei se aqui seria o lugar certo para isso, mas recentemente eu fiz um jogo com um tema parecido para a Ludum Dare Extra - é este aqui: https://misterproject.itch.io/typing-at-midnight. Eu tive bem mais tempo para fazer, claro, mas quando eu abri o "Luna, coragem!", eu esperava uma coisa parecida, só que mais polida.
Mas tirando essa pequena crítica minha, o que está de fato presente no jogo está muito bom. A arte ficou bem charmosa, e eu gostei da música de fundo. O script acho que poderia ser um pouco mais sutil, mas talvez isso seja só eu... no geral, eu gostei.
Respeito a visão e gostei tanto do conceito por trás do jogo quanto sua estética. Dito isso, puts, o jogo não dá nenhuma explicação de como jogar, e quando descobri, imediatamente desapareci da tela e o jogo continuou infinitamente... Talvez um pouco mais de polimento na parte técnica ajude a esmagar esses bugs, porque creio que a ideia possui potencial.
Jogo tecnicamente muito bem feito - ótimos visuais, game feel, trilha sonora e animações. Algumas escolhas de design foram um pouco questionáveis, mas como jogo de jam entendo que é difícil testar esse tipo de coisa. De qualquer forma, gostei bastante dessa entry!
Thank you. This comment made my day. That was exactly my hope for this game - I've always wanted to make experiences that speak more to people, more than just having fun. This was probably the most personal game I've ever made, and I'm happy to know that it has struck a chord with someone else.
I'd rather not give out the answer, but sometimes when the protagonist types something and then deletes it, it's the game 'clueing you in' on what the protagonist really wants to type. I hope this helps.
Sure! Do you have Discord? Mine is MisterProject#1193.
In regards to reloading, I'm very hesitant to add this kind of feature as this game is heavily inspired in Boomer Shooters, which usually don't feature reloading. I can try it, but I feel like for this sort of game it might kill the pacing a bit.
If you're having difficulty with ammo, here are two tips: one, every kill rewards you with a little bit of ammo on every weapon, so if you run out of ammo on one weapon, considering switching over to another one; two, if your Style meter is over 80%, you don't spend ammo anymore and can shoot freely, so try to keep it high for as much as you can.
I will say the weapons are a bit confusing at first, but the overall concept is solid, and for a jam, well-executed. Juggling and managing distinct powers is something I always enjoy in games, and this definitely scratched that itch for me. The overall 'paper fairy tale' aesthetic was also something that I personally found charming.
Yeah, that was semi-intentional. I didn't want to limit the amount of wall jumps the player had, so I let that stay.
What I might do is slightly reduce the time window you have to press space whenever you hit the wall on consecutive jumps, so it becomes harder (but not impossible) to achieve this, but we'll see. What do you think of this idea?
I like the way the gameplay and the narrative influence each other, though sometimes I felt it was either too on the nose with what it was trying to say or it didn't go far enough in its endeavor. I really wish the game had a darkest hour moment in which the player, for a room or two, truly got abandoned and had to proceed without any help, as that would solidify the final gauntlet as a glorious finale even more. Still, the idea is there, and overall the execution wasn't too bad either. I liked it.
Sorry, slide-strafing was probably not a good way to explain it. What I meant was using the slide ability in other directions, such as to the side and maybe even backwards. Something that screwed me over a bit was trying to use the slide to escape and ending up going forward towards the enemy I was trying to run away from :P
Hey, just gave this a spin - I really enjoyed it. I'll structure my feedback into bullet points:
-Loved the aesthetics. This kind of low-texture sprite-based 3D style is something I really dig.
-Soundtrack and sound design were both pretty satisfactory and worked well with the game's overall pacing and theme.
-Overall the experience was enjoyable, the game feel is juicy enough and the gameplay loop works for me.
-For some reason, I couldn't use the dash. Is it an unlockable or something? I kept trying to press Shift and nothing happened.
-Sliding felt a bit awkward at times... It's a bit slow for my taste and the lack of slide-strafing also made me feel a bit confused during some moments.
-Sometimes I couldn't find the last enemy in a room and died because of it... Are there any plans to make that easier for the player, or is that an intentional challenge?
-Finally, I wish the kick had a bit more oomph to it. Don't get me wrong, the animation is good and I don't think the player should be able to one-shot enemies with it or anything, but maybe if it had more knockback, a more meaty sound or time stopped for a split second when hitting with it (kinda like when the player from Ultrakill reflects attacks), I would be more encouraged to use it.
Overall, this has a lot of potential. I'm already wishlisting it on Steam.
Great little game. Its incredibly smooth level transitions and well-introduced game mechanics were some of the highlights for me. Even though this style of puzzle isn't usually my cup of tea, I enjoyed my time with this one.
I haven't gone very far into the game yet, but in case I forget to do it later, I'll post my thoughts on the game right now and update it in case I find something else to comment.
In regards to story and gameplay, both were pretty good. The mechanics are quite interesting and original, with multiple unterlocking systems conversing and interacting with one another in deep and meaningful ways. Replacing die faces is a genius idea and it's not something I've seen before (though I'm not well-versed in the genre), and many design decisions (such as the possibility of breaking chests open instead of using a key, and the whole capture system) show that the minds behind this game clearly put a lot of thought in how to keep the game fun and open to possibilities.
My main point of complaint is with the UI. Bluntly speaking, it is ugly and not well presented, with fonts that don't gel well with the game's atmosphere and icons that look like were taken from an asset store. Bad UI (and especially bad fonts) almost always makes me avoid a game, but I was so impressed with this game's design that I actually kept playing despite all of that. So yeah, props to the devs.
Concordo com o Abner - a atmosfera, arte, música de fundo e cenário ficaram realmente muito bons. Senti, porém, que a jogabilidade ficou meio lenta, e a falta de efeitos sonoros deu uma pecada também.
Nice, enlightening video. As I've said before, this was one of the most polished entries from the entire jam. Considering the time you devoted to it (and the presence of beta testers, no less!), it's no surprise how great everything looks and feels.
Great feedback! Aside from stuff that we couldn't do due to time restraints (or, more exactly, stuff we didn't think we'd have time to fully implement), here's my comments on your bullet points:
-There's a sound effect when you lose a key, though that might've not been loud enough... The sound effect system had to be rushed together, so we didn't have much time to check if everything was at a nice volume :(
-The order at which the keys disappear is random. In hindsight, this was probably a bad idea...
-One of our dev team members actually made a similar complaint to the movement system. While I do agree that it feels strange, I'll take the blame for this one - I did it this way because it was easier to program and gave the game a more retro feeling.
-We didn't add a "more keys" powerup for two reasons: 1. It could've stretched the game for too long - We wanted hits to be permanent, and the game to be short. 2. It could've been buggy to implement, given the time restraint.
-You're completely right with your "not engaging with the enemy" comment. This actually ties well with the "new enemy types" bullet point, too - my idea was to have the threat of increasingly more dangerous waves pushing the player towards getting as many stars as possible before getting swarmed. It would've been nice to have more varied types of ships instead of just the same enemy x100, but again, we didn't think we'd have time to implement it. In hindsight, I could've probably made at least one more type of enemy, but I didn't want to risk working on something that wouldn't pan out in the end.
-Finally, the buggy buttons: I'm really sorry. I spent a good amount of time trying to fix them, but the problem seemed to be tied with Godot's collision exit detector. After pouring a lot of time into it, I eventually gave up.
We're still discussing on whether we'll keep working on this game. If we do, I'll be sure to take your feedback in consideration! Again, thank you so much!
I'm just throwing some ideas here, but what I had in mind were:
-Set camera positions that the player could switch between
-Camera movement constrained by one or two axis
-Different robots that receive the same input at the same time (but not when they're blocked)
-Buttons that robots can hop on and activate the first two abilities (the camera ones)
-A toggable magnet that sticks to metal walls