charlie, this is great stuff. i liked zipping around in the ship although at a certain point i felt quite lost cus there was only me and the deep blue sea. i did find my way back to the islands and i was off to dig. perhaps i am a little biased for little puzzle games with little clues to follow but i had lots of big fun.
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as everyone has said, the art is lovely. i got a little stuck at first lol but then i realized i hadn't explored a region yet. i thought that i had explored every scene but i was missing the log scene the entire time lol T_T once i got that it was smooth sailing. perhaps this is a me thing and therefore a selfish ask but maybe the directional arrows could indicate unexplored territory (i guess a color change for the arrow or an animation or something). overall i had fun and you got me to jump at a scare so i hope you are pleased.
cute lil story and i liked walking around. i am not good at combat/action/etc games lol so it's good to just walk :P
my main problem is that i felt i had no real indication of whether i could do a fight so i would just spam LED and hope for the best. i think having clear and visible stats in the main screen or on some menu you access could help. alternatively, designing characters to look "weak" or "powerful" could maybe help too. even in the fight screen, the HP was a little hard to see sometimes (and maybe this is a me problem, but i don't think HP is an indicator of "strength").
i hope you and your artist continue to explore gamedev, you definitely have something that you can expand on and polish :)
i love that i can change the controls in the settings. it is very much appreciated. also very much like how the boss fight was kind of like an mmo raid fight lol, or at least it felt that way to me.
for death, i know there is audio feedback but maybe some visual feedback would be good too rather than just going straight into the run over/upgrade screen? i think cus the audio feedback can be missed (short little gameboy sound), the quick skip to the run over screen can be confusing.
great job! i hope to stop dying with enough upgrades lol :')
i love puzzle games and i love the little bit of lore!
agree with the previous comment that there are some jam rules broken: subpixels and mouse input not turned off at the start (though i think it just goes in with any input, mouse or keyboard). imo, outside of the jam setting these aren't a big deal and they do not take away from the game too much.
a personal point, i use WASD since i have a 60% keyboard so the Q/E mapping is a little awkward. it's not a big deal since i don't need to swap/use tools too often in the current level but i can imagine it being annoying if i need to use tools often since i can't use both hands (i imagine Q/E with arrow keys is much less awkward).that said, you've all done a great job! the art is fantastic so i hope to see more of it with more levels as well :)
i was really confused about how to use the boxkun cus i would open my inventory and interact and it'd change from "Use?N" to "Y" so i thought that just meant i was selecting it to use, rather than actually using it. i did figure it out eventually when i saw my stat change to have new marbles. i have to echo bam tam's comment, the marbles got stuck for me too and the sound was not good. overall interesting and i hope to see some tweaks for clarity and the marble sound in the future :) good job!
wonderful lil game and great art :D i also unfortunately got stuck after the annoying kid went away. there is also a small bug at the edge of the beach where you are teleported back to from the island where you can just keep clicking a and it refreshes the screen over and over.
since i got stuck, i just hope the cat feels better at the end :3 good job
beautiful graphics and audio -- just rly rly well done! i'm echoing the comments already here but gameplay was quite hard due to the delay after attacks and the overall movement. i wonder if monsters could be pushed backward upon hitting? i think that could help mitigate the effect of delays? but i also wonder how much of it was due to performance in web browser bc i watched the video of it working on the gameboy and it is way smoother there. i hope these kinks are easy to iron out (i'm not a programmer so sorry if that's not the case T_T) and i hope to see what comes out post-jam :D
ik vr00d has been pushing ppl to rate other games and i am getting to it (that's what the weekend is for) but just wanted to let you all know i checked this out too cus i heard on the stream that the story was similar to our game :D
i'll echo the sentiment that i was a lil confused about what was going on. i was just running around and trying to interact with everything and some things i could interact with while others i couldn't. found the lil ghost guy that moves around and i thought it'd hurt me so i braved up and tried to see what would happen and nothing happened so i was confused again lol. understanding this is an unfinished game, i hope to see what comes of it post-jam! there's a solid foundation for smth rly cool here! ^^
this looks rly cool and i am very curious to what it can become with a bit more time. the main thing i had an issue with was lack of i guess feedback/ tutorialization? i was just kind of confused about what was going on a lot of the time. at the character select there was no sound feedback for going to each portrait so i just kind of kept going around and around until it clicked to me what the screen was. then in the game the toys and stuff would be falling and i'd touch it (without doing the claw machine grab) and it'd be caught and then just evaporates (so, echoing rikoclon's comment!) so i was sort of confused thinking maybe i did smth wrong? but then the score would go up so i figured it was fine lol.
when the game sent me back to the first screen and i went back in again, i was able to do the claw grab thing and that felt a lot better and made more sense to me! i did read your comment on what the intent was and yes!!! it was ambitious but i hope you do go for all that post-jam :D looking forward to what's next! :D
this game was crazy!! rly good stuff. the music is great and being limited in what you can see just made this so much scarier lol. echoing nekorai studios, i also don't like being chased so i also preferred the hunter mode. :') ignoring the bias though, i think just having indication of where to go helped a lot.
this was so incredibly charming and i had a lot of fun! the art and music were both fantastic and worked really well for "gameboy soul". i didn't realize i had to keep hitting the enemies to get the tombstone up and soul released but it was really rewarding figuring that out + getting a hit on another enemy with it. fantastic job!!! i love chara :D
I admittedly had a bit of a tough time trying to figure out the controls and just how to play in general. I didn't know what "A" was or what to do with the pumpkin/candy corn screen. As someone else said, I also got a crash after scaring a kid! >_< I can see the vision and think there's a lot already here!! If you add some clearer instruction, it'll help the game a lot. Great job :D
i have to echo the other sentiments -- infinite fuse in nest; couldn't get past fuse part; and, collision seems off.
i wonder if the dialogue could be changed so it's more informative bc i mostly felt i was wandering aimlessly and hoping to find "something". overall i think this is a good first jab at this style of game. the art style is great and i can see the intention behind the game so i'm keen for what you have in store post-jam.
i got 28 pieces of candy and i am rolling around going "oughh my tummy" because i ate it all too fast

goofing around aside, this was a really fun game with lots of little things to discover -- i will def come back to it! i don't have any sort of helpful comments but i will say, the hardest and scariest part was the car mini game T_T i am glad our hero wasn't harmed despite all my attempts.
gorgeous game! loved the entire vibe and all the color palettes were lovely! i got a lil bug where i kept picking up the bike/ scaring the kid and at one point after picking the bike up again, it was no longer in my hands but i was still in the carrying animation and the bike just kinda flew to the kid. it was cool.
i really enjoyed this game! it feels very polished and complete :) i will admit i am bad at games and i only got a bit past where you get the wall jumping (i will not admit how long it took me) so i can only rly comment on that but just echoing other comments, the wall jumping did feel finicky. i did manage to get the hang of it after trial and error and the experience was really rewarding :D i hope to see more of these lil characters, they are so cute.
first off i think you should be proud of the final graphics and logo bc they're very clear and readable ^^ you should be proud of every aspect of this game because you did a great job! it's def a difficult game for me (skill issue T_T) but i found it fun and scary. i agree with another comment about the collisions feeling "off" and i think a bit of finetuning + polish will make this extremely solid.



