The beginning feels a bit random but the later characters have more control of the game, which becomes quite fun. The vibes are great!
Props to Jardel and Fred for the crazy soundscape!
Natan Maia
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Rating this one was tricky because I don't want my biases to spill. Still not certain but whatever. Good work, DJ.
Very cute. Lovingly made soundtrack, even if we have other heavy competitors there this year.
I wish there was more gameplay, maybe some word puzzles instead of just walking and reading and a jank platformer. Simple story, it's better if you know the games referenced, worse if you don't.
found harold :3
Cute story and art, there were some bugs and typos but the on-page warning helped and I had a smooth time with it. the system texts were in french though so I had to click around a bit to find the new game option.
I like the moments where you can cross-check your notes, I think it sells the roleplaying of a researcher.
Best of luck on your next projects!
This screams Etrian Odyssey hehe. The technical part looks amazing so I hope you use this elsewhere.
The deaths were surprisingly funny, I don't know if that was intended. It's a shame the team could only get one enemy type implemented (and a missable Mimic). I'd at least enjoy some closure with a Harold fight and some final words.
Experience for next time, I guess.
I like puzzles. I didn't like the puzzles here, they felt too obvious (and the word input one took too long because it didn't consider capitalization). Sadly the puzzles were the only gameplay here.
The only tip I have is, if you're going to write that eloquently, you need a stronger editing pass to catch typos and inconsistencies (e.g. Laurence being called Laurene often), otherwise the dev just reads as pretentious (which I have no further reason to think is the case).
I have feedback on the platforming elements, how to make some stuff more palatable etc, but I'm afraid that'd all stray from the kinds of platformers Lumi likes to play, so whatever. One hour and a half in I still didn't finish this.
The Slimes stage and the void themed one looked amazing but all the other ones were difficult to parse what was background and what was foreground, and generally looked flat.
One of the funniest games this jam, although the teen dating drama is not for everyone.
I'm surprised, this is fun! 🩵 Would love to see more of this, even if just a postmortem.
My favorite part is how you captured the movement patterns of each bit; flat circles the stadium, needle stays in the center, ball does its own thing. Didn't see many flower patterns but those are difficult to make. Also leap doesn't seem to react any differently from flat. I can feel the blades acting more or less offensive or defensive, which is great!
There are a few things that didn't quite land; The directional dodge seems to go to whatever direction the top wishes instead of the one you input, I only got the waypoints to do anything with the needle bit and they're a bit slow to interact with, and the AI's spin power varied too much between tests so I accidentally defeated it while trying to test some abilities.
I loved the ring out animations, and the presentation in general, although I think stronger hits could be meatier than barrage hits. Nice blade designs as well. The Saber blade seems really strong but maybe it's because they all have the same heights. I would love to see the camera zoom-in for hits that deal over, idk, 30% current RPM because they all seem to come from nowhere as of now.
Thanks for playing Hythrain!
Yes, I'd love to see the VOD when you get to it. You can reply here or on any of the contact info in my blog (linked on my main page here).
I completely forgot about Fullscreen stuff, as I always instinctively press maximize, great catch there. Lucky me I began setting up some basic configs last week so for future-proofing I can update the game to add that.
This was a game from another jam but most players were RPGMaker devs so I applied to FQ7 for more varied feedback (although I ended up with very little time to test other games and only did a few 😢). Still, glad it wasn't too hard, I had a rough time tweaking the game to be less repetitive last time.
Once again thank you for your time 🩵
This is so cool haha
By the way, you can fix the crash on firefox by ticking "Use SharedArrayBuffers" when you upload to itch. It's also fixed in Godot 4.3 so you don't need to do this.
https://itch.io/t/2025776/experimental-sharedarraybuffer-support
I've written all my feedback and playnotes in a google docs page, but here's my TL,DR:
Got boring from the snail’s pace the game runs at. I make more actions in a minute of FNAF than 5 minutes of this game, and it asks me to spend almost thirty minutes on any given run. Pixel art is fine, but could use more auditory ambience for immersion, and clear feedback on what is an anomaly and what is just the background at the start. It does a good job of replicating “I’m on Observation Duty”, but I didn’t find that game fun to play either, maybe second monitor content.
I understand it's in early prototype so I may have been too harsh, but now that the mechanics are here I think you should focus on getting the atmosphere and game essence down; You want the player to be immersed, not bored, you want them to keep thinking and doing things, and you want the game to be quick and easy to replay (like more, shorter levels on the same locations). Also a lot of the horror from Paranormal Activity (probably what inspired Observation Duty) is Fear of the Unknown, and your anomalies should probably capitalize on that instead of being random, self-explaining things; maybe even take some existing SCPs as a starting point.
Random play thoughts in this google document, but i'm posting the tldr here:
Cute graphics, polished gameplay, nice sound effects.
Dialogue and text needs a second pass for better formatting (punctuation in particular),
and extra UX stuff like notifying when CO POWER is full or when you gain money from buildings.
Stealth missions are unique and fun for me who likes both strategy and puzzle games.
Love to see people reinventing genres I enjoy or trying out new takes on existing formulas.
Had fun with this one, even if it still needs a lot of work, the core concept and character controller is unique and I liked it.
Here's my play notes, and I'm pasting the TL,DR here too:
Very cute, lovely title art and UI, nice music and sprites. Really unique control scheme, kinda mixing Slither.io with Vampire Survivors and it works pretty well. Your weapons are really fun, I personally enjoyed the shock collar and the cannon of all the ones i unlocked.
I think it needs more attention on design and balancing (which of course all FQ testers can help with QA) as well as more solid implementation of the features so they're less prone to breaking or lagging the game. I also think the cyborg body looks too much like a polka-dot snake, and you might want to compose it with square-ish segments with a furry snake underneath to better match the art, and I'm not sold on the square cats, they work mechanically but not quite aesthetically.
I don't have too many thoughts on progression and meta progression as it is, as it needs to be better balanced first, but I do think you should make level ups slower on both in run and at the meta level, and give extra XP and rewards if the player finishes a level.

















