Wow what an awesome game. Switch bugginess aside, this was a delightful and cleverly designed game. Any tips for designing puzzles?
NickMckinnis
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Oof yeah - our biggest bug is tied into the death/ checkpoints. We had a pretty big team but all of us were pretty limited scheduling wise for this and just ran out of time to debug everything. I would love to take some time and iron out all of the bugs and tune the clunky areas at some point - I really loved animating this project and loved the concept. Thanks for playing and for your feedback!
That was a wild ride - The writing was really well done! As some others have said I didn't realize I could or should examine ingredients I hadn't unlocked yet. I felt a little disconnected from why I should performing alchemy or what each solution did for me, but maybe that's not the point of this game?
Awesome presentation and great work!
Man - I really loved the sleepy vibes in this game. I personally would have liked accelerated tied to a different hand so that I could use one hand for rotation and another for speed, but I loved how it plays and feels. I think some SFX might improve things a bit but obviously you would want to be careful with that so as to maintain your aesthetic. Awesome work, I really liked the way your parallax looked and your overall scene composition!
Thanks Yee! I always really appreciate your detailed feedback! My goal on this project was to push the animations as far as I could, and actually your comment on something I worked on previously gave me the idea to set up the jump on the blend tree. We definitely had a lot of ideas we wanted to implement considering the amount of free time we all had.
We are currently looking into a bug that is preventing the player from getting killed when falling in our level border. Something broke our trigger volume there I'm assuming. The idea was that you could use the hole to escape an enemy as well as defeat them but there weren't many cases we have that we could use that sort of ability in a meaningful way.
As far as the duck , it floats on water, you can pick it up and throw it, then walk across it.
The concept behind the Ink Bar is that some puzzles could be set up to challenge you in how to solve it while managing your ink levels, but we admittedly didn't get around to adding too many of these situations.
We had played around some different ideas about how to use the sketchbook. I think if I were to change it, I'd have maybe two extra buttons that you could assign drawings to, similar to how Zelda handles items and then allow the player to freely draw them.
Awesome job - The game really captured the theme of the jam, was easy to understand and played well. There were some clunky moments when remembering which keys to open or close which menus, as well as trying to pick up the bouncy object - I noticed it had to be in front of the player and wouldn't be picked up if I was standing too close. I noticed that the music wasn't set to loop either which was a bummer considering how awesome the music is!
Lastly, I was able to get myself stuck by throwing the bouncy object over the wall by accident and having no way to proceed from there.
Beautiful graphics and really awesome mechanics made this game really fun to play though, amazing work!
Hey guys, I've been looking forward to this jam all year and assembled a team back when the jam went up on itch. At the time there wasn't anything about max team size and after asking on the discord I got a team together of 6 people. Now I just happened to look and see it's been changed to a limit of 5!
What the heck guys?
Can we still keep our team if one person is cool with not getting a free course? I'm not sure how to handle this.
EDIT
GDTV acknowledged this on the stream and adjusted the rules to allow up to 6. I really appreciated that they did this. I totally get where they are coming from in an effort ensure legitimacy, but being flexible was a really classy move considering the late stage that they announced the team size limits. Thanks Rick, Tim, Laurie, and the rest of gang at GDTV!!
Thanks for the feedback! The dark room people seem to getting stuck in is the final area. There is a closed door that needs to be shot after getting a weapon upgrade from the Rhino boss. I had hoped to do more to guide the player to the feeling of solving this on their own but I think maybe an introspective dialogue box from our hero mentioning that it's weapon isn't powerful enough yet.
I totally get your points about the level design, We had attempted to do some more ambitious things with the levels involving some more movement based platforming but with the holidays we ran out of time to implement it and had to pivot to finish in time.
Thanks for playing :)
Nice work with the level design. I really enjoyed the 3D platforming challenges. I think you really did a lot with a little in this regard. I thought the control scheme worked nicely and I didn't have any trouble moving unexpectedly or forgetting the controls. I even managed to play to the end and found the whole experience to pretty fun.
As others have said the assets felt a bit mismatched/ janky due to the animations. I also thought the UI was a bit confusing. I couldn't really figure out what the color coded icons were on the top left corner.
I also had a situation where I was able to walk while floating above the lava for a while but eventually I pushed my luck a bit too far and fell to my death.
This had a really clever presentation for a "failure". It may not have been what you set out to make but I thought what you had was interesting. I think if you experimented with this a bit you could have a really interesting experience.
Great job challenging yourself and making something entertaining in the process!
I love the atmosphere and visuals here. I think your game really shines in the art category. Really top notch presentation. I'd love to know more about how your implemented the visuals in the scene.
The game is a bit too unforgiving in my opinion. If you are really set on the sort of unforgiving difficulty level you currently have, I think you should consider at least giving the player a bit larger view so as to see enemies coming from further away.
Really beautiful submission, great work!
I really liked the art style and the grappling hook was really fun. I agreed with the sentiment that it's a bit too difficult to keep track of your player near enemies and to actually kill them without taking damage.
I think the game is well done though and would love to see where this project would end up after a bit of polish and some more player feedback were added.
Great job!
Thanks so much for playing! The intent was to allow the player to swim rather than jump up any walls. Maybe I should have swapped out the track sprites for some flippers haha. If the dark room you are talking about is the locked temple, you actually need the weapon upgrade from beating the rhino boss to enter.
The game looked and played really nicely. I had similar issues as others with esc and right clicking but I still enjoyed the game. Hitting things feels very satisfying and I thought the speed of gameplay was perfect. I liked that you included so many destructible objects in addition to the enemies. That's something I wanted to explore in my own submission but we didn't get the chance!
Nice work!
This is super fun! The way you implemented your jump and dash mechanics felt very satisfying to me and I loved the ledge climb.
I felt like the combat was just right but I tend to prefer difficult games. I think this could be a great start to an amazing game if you decided to continue the project. I was really hoping to see a boss fight around the time I finished the demo.
Well done!
This was pretty cool! I thought the controls and gameplay felt really solid. The jumping, attacks, and floating felt just as they should. The music had an infectious quality to it that I really liked.
A little more clear direction as far as what the player can do (I didn't know I could attack for an embarrassing amount of time) would make it feel more directed and polished I think.
Really nice game, I'd play more if there was more content.