Thanks! I spent most of my dev time making them act cute, then spent the last two days making it so you could catch them and throwing a level together :D
noremac7777
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Better visibility of stats and an explanation of what's actually happening in combat; explanations for what exactly the stats govern. Maybe some control over roles or loadout? Slow guys with shields don't end up doing much. The little window that pops up when you click a starknight in combat should probably just appear in a consistent location instead of trying to appear near the starknight in question; it gets lost behind the foreground sometimes. Alternatively just move it above that layer, but I think consistent location is better. The description panels for perks sometimes stay visible after the mouse moves away. Other than all that, very solid entry!
Needs some UI, quite hard to approach. You could even have a hotbar type thing with the key bindings visible on-screen. Sometimes the girls wouldn't teleport and the game isn't telling me why. To my taste I'd say the gun(s) should auto-target something when a fight starts with interaction just for retargeting on something specific. Cute concept and good start!
The narrow hitbox is very unforgiving, but then I guess that's the point I didn't figure out what shift did on my first run. Ouch. A little indication when you've overcooked a jump would be a nice touch; vibrate the sprite and un-squib or something. Very cute little platformer, I'll have to try again to get all the stars!
Fun! Wants more visual feedback; I kept going into slow motion and couldn't figure out why or when it would stop. Something to make it more obvious that you're moving to the right like a floor texture, though I understand the environment was last minute. At one point a Dizzy was standing inside Jelly but wasn't dealing any damage so I'm not quite sure what happened. I enjoyed turning Lia into spaghetti.
Thanks! I've modified the camera movements a bit already, though I'll do a more thorough pass on that once I'm sure I'm finished with the trap and platform layout. Kill box for the right path is on the to-do list; I did wonder if it was too harsh without. Similarly I also need to extend the health regen delay to start a few seconds after mercy ends; you're not meant to get that extra hit, it's an oversight I noticed but didn't get to fixing. BGM was a good couple of hours pratting about with the banjo kazooie sound font trying to game-ify "Happy Halloween". I'm happy considering I've never actually authored a track before.
If you're curious (and not busy rating the other entries), the updated version linked has BGM for the left path. Also some extra camera movements, but those were barely tested.
Thanks for the feedback! Good point on the timing of traps; the drop platforms need a timing retune in general; they need to spend longer visibly lowered before resetting imo. I'll also look at adding a particle glimmer just before the swing on the blades or something. They're actually a moving overlap volume hugging the blade rather than a momentary area, that may or may not be the correct approach. It seemed most flexible for what I was expecting to do when I made them. I don't think I did a pass adding camera tweaks to the blade area, and if I did it wasn't a good one. I should add a kill volume so you don't have to redo that whole area despite the checkpoints up top; that did occur to me at the time but the coin toss went the other way. Confusion over being done after the drop down occurred to me also, but I didn't expect the macguffin to be easy to miss visually; you must have fallen on it or something. I can reuse the victory grabbing animation from the cup to make that very obvious, though for the water side I'd have to reposition it for that. The invisible wall was a leftover for preventing the player from falling out of the map, I should've gotten rid of that one specifically, but then the elevator back up was a last minute solution. If you don't move at all it drops you where you're meant to be, and I didn't consider what people might actually try to do based on what they were seeing. Didn't have time to diagnose the tracking, it's a bug and I'm not sure what's going on; alternating shots will track and fail seemingly at random. There was an intention to modify the tracking so that you had to at least partially face the target, but I don't think I implemented that at all.
The vertex snapping was a code snippet I had to hand from the ps1 stuff I was messing with a little while ago, I didn't especially intend to leave it in, as it does make her inconsistent with the environment. I don't remember exactly how the ps1's behaviour operates but clip space snapping is how the emulations I found approached it.
Thanks again for the comprehensive feedback!
Amazing visuals, incredibly well executed! Text occasionally felt a little slow, and I wasn't sure if I needed to do something at the title screen. Oh, and some kind of indicator, perhaps hotkeyed, to show where you can click as I spent a little while waving the mouse around when those opportunities came up. Unless you're nostalgic for Sierra's 2-pixel scissors of course :D
Love it! Could've done with a "zoom out" function, or maybe arrows on screen pointing to whichever fireworks aren't set correctly when you press the launch button (which was only really a problem for me when I didn't realise how big a map was). That and/or a sprint key to help get around quicker when you're not placing stuff.
Interesting aesthetic!
The TTK on the snowmen is very unforgiving; imo there should really be an audio cue, or checking for them should be easier. I checked the room, saw nothing, and died ~5 seconds later on one occasion, unless I misunderstood something. I'm not personally a big fan of mouse controls, especially in full screen; it's ok for the interactions but the buttons are small enough to be frustrating, though part of that will be me using a trackball. Being able to press A/D to switch screens would go a long way for game feel.
Fun idea anyway, and I think the working area is laid out well. I'd love to see it polished up a bit!
Thanks! The screwdriver is currently useless and the hairdryer's use is broken in this build so sounds like you got through everything :) There were a few ideas but I didn't find enough time to work on it over the holidays; I'll at least do another art pass and probably try to polish up the progression, maybe add a couple more "puzzle" elements/sequences.
Cute! Sound effects would help, I usually don't have time for them either TT_TT. You already know about the UI issues. More effects on the attacks? Help make things pop a little more, add clouds for toxic for instance. Maybe a specific effect/sound cue when an attack gets reduced by armour. Readability stuff.
Thanks so much :D
Yeah the cliff took a backseat; it's literally the first thing I slapped in there "temporarily" to bridge the starting cave to the arena. Intention was to make more of a "level" leading up to the boss, to introduce the shooting mechanic and the fire that got left out.
Damn, thought I added the reset for the rotating phase. Guess not, or maybe a path exists where it gets bypassed. I also managed to become invulnerable in my own post-patch testing, no real idea how.
Yeah I've even got a system on the player to choose different respawn points but didn't find time to a.) place one or b.) add appropriate scripting to actually select a new spawn point. Would've used campfires like the one in the starting room to indicate if I'd managed to make enough of a level to justify multiple checkpoints but eh, game jam timeframes. Thanks again!
Edit: and your response to the shooting is basically everything I was hoping for with it :) with more balancing time I might've limited the auto-aim so that you had to at least be facing towards the target to add a skill floor to that element (most likely with the health bars adjusted down a bit) but again, without introducing the mechanic properly to the player that felt like it could be a bit impenetrable.







