Well done! Cool platformer, very nice pixel art and animations, smooth controls! As some already mentioned, huge Celeste vibes =)
Mulberg
Creator of
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Fun game! I managed to win! Acapella was great too!
Some feedback:
- I found an infinite money glitch: you can send seemingly infinite number of heroes with no items to just win some money for free. I saved about 8000 gold that way and then just made one overpowered hero.
- I'd slow down the things that happen during the expedition: currently the event happen so fast I couldn't read them so I kinda missed half of the fun.
- Instead of making all the checks automatically, you could give the player an option to roll the dice manually and maybe even select between different events from time to time (so the player can choose between less risky or more rewarding action)
I loved the game and the art style! Superb! The UI is also great (aside from the lane selection, as some already noted)
My feedback would be that for a game jam entry it was too many things to understand an once. For example, only by the end of my third run I noticed there are some items available.
The core gameplay loop was also little confusing: I couldn't tell if I send enough of my forces to the lane to defeat the enemies, and at what point and for what I get the scull points and magic points. And if my troops get to the end of the lane they just stand there aimlessly.
I loved the acapella music and sound, and also the visual design.
The gameplay, however, solely relies on just a single random number - there's virtually no player decision involved. An easy fix would be to to use something like a poker-dice game from Witcher 1 for example: it's still dice and chance based, but the player may take some calculated risk and make choices.
Otherwise, a solid game jam entry!
Good game, I enjoyed playing it.
A few gameplay ideas:
- make some of the enemies just walk around randomly rather that flocking onto the player nonstop
- Add some obstacles in the middle of the game field. That could be fun, especially since some of the characters can occasionally stuck and be left behind
The visuals are very good! And the whole atmosphere reminded me Red Matter VR game.
However, I also stuck not knowing what exactly I need to do. I clicked around, skimmed through some dialogs, but other than that couldn't get anywhere.
One note from the accessibility part: the UI and text doesn't scale, so it looks tiny on a 4K screen.
I got to the end of the game, and yes, there's very little gameplay wise, but the visuals and the atmosphere is superb! Very spooky. Any minute now I was expecting some gigantic ancient monster appear from under the ocean. I can easily see this game to be developed into either a narrative experience, or maybe a horror survival game (like Subnautica but scarier).
Great job!
Congrats with the first submission!
The game finally run on Windows after the update.
The art-style is gorgeous and the amount of work you put in the concept art and modeling in just a week is unbelievable!
I think the weakest spot is the movement. Specifically 2 things:
- the jumping: the character feels too heavy. Considering that the game has lot's of platforming the short and fast jumps are frustrating to deal with. And since your character is also a bird, you could play on that theme and make it glide down a little instead of just dropping on the ground.
- there were lot's of "invisible walls" or blocks the character get stuck. For instance the middle of the leaves or the stone platforms on the ground. Maybe it has something to do with the character's collision shape IDK
I loved the game idea and card design! I thing both the "Expedition" and "Side Effects Includes" themes are well covered.
One thing I'd explore more is how to add more risk/reward into the actions. For instance, most of the times ending the turn and just keep drawing cards doesn't give the player any penalty. It could be something like: "take the card, but lose one HP" or "every time you skip your turn, an extra enemy appear on the field" - anything that would make the player thing "is this action worth it now?".
Also, each turn the player can do too many things at once. In many tabletop card games you need to pick one (or a few) actions from several possible. Take "Ticket to Ride" for example: you can either draw new cards and risk letting your opponent block your train in the meantime, or you can build a train but eventually run out of cards in the worst possible moment.
Congrats with the first submission!
I love the concept of having different characters having different abilities. The visual style is simple but suitable for that game. And after a few seconds of experimentations it was clear what abilities each character has.
Some constructive feedback:
- The "Game over" happens too suddenly and (in my case) off screen. After 3 play sessions I still could not understand what went wrong. Maybe you could add some kind simple intro levels where introduce each character separately and explain the winning and losing conditions.
- The game doesn't support full-screen. That could be an easy fix, but it's a big thing in terms of accessibility.
- Bug: After the first "Game over" the camera stuck on a single (purple) character. Switching between characters didn't work.
Congrats with the first submission!
I love the concept of having different characters having different abilities. The visual style is simple but suitable for that game. And after a few seconds of experimentations it was clear what abilities each character has.
Some constructive feedback:
- The "Game over" happens too suddenly and (in my case) off screen. After 3 play sessions I still could not understand what went wrong. Maybe you could add some kind simple intro levels where introduce each character separately and explain the winning and losing conditions.
- The game doesn't support full-screen. That could be an easy fix, but it's a big thing in terms of accessibility.
- Bug: After the first "Game over" the camera stuck on a single (purple) character. Switching between characters didn't work.
I love the sounds and music, and overall vibes - very calming. Great job overall!
Exploring the map was also fun! I wish, however, if the controls were more snappy and movement faster, because I had to do a lot of backtracking.
The jumping mechanics is fun too, (I even experimented with how long I can hold the jump and what's gonna happen); but it would be nice though to have some kind of clue of how much the jump is charged and how far we can jump now, otherwise it's always guessing and I had to make a few attempts when charging my jump "just not quite enough".