Thanks for the kind words:) Do you mean the boomerang as the second spinning mechanic?
Palerite
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Pretty enjoyable actually! I loved that the speed change also affects music:) You being able to only make three mistakes over the course of so many rounds feels a bit too harsh though. I also wish that the collisions on "run to printer" were a bit more intuitive, usually you place the collider only on the character's feet in top-down view, here's a good gif by saint11 about it:

Honestly, I've found it quite charming!
I like the uneasy atmosphere you have here of something dream-like, similar to games like Yume Nikki - a big part of it is the music, it's simple but really evocative. The idea with placing spinning platforms is interesting and implementing such relative spin mechanic as not only your first game project, but in a jam game as well is quite impressive!
However, you might want to give the player a hint that they are supposed to find and cross a green finish line and the game will only become actually interesting if you add some challenge(if falling off platforms makes you restart the level/you have limited platforms to place in build mode).
But again, I really liked the atmosphere, and it's a very strong first project.
I like the idea and the game being written in java is impressive, but I wish there was more to it. Can't even explain exactly more of what but solving the crime felt a bit too easy. I just skipped to the end, noted which artifact's shading changed and then when. I'm sure there's a way to add some more layers to the solution, by which I mean - good idea, great potential, a bit udnerdelivers but that's okay for a game jam!
I like the idea and the game being written in java is impressive, but I wish there was more to it. Can't even explain exactly more of what but solving the crime felt a bit too easy. I just skipped to the end, noted which artifact's shading changed and then when. I'm sure there's a way to add some more layers to the solution, by which I mean - good idea, great potential, a bit udnerdelivers but that's okay for a game jam!
Thanks for the feedback! Very happy to hear the "complete game" part:) I dodn't remeber why we made the dash in mouse direction but that was on the last day that was a bit hectic haha.
Now on the frogs: I KNOW RIGHT? I think that's one of my favorite sprites I've ever drawn and I did it so fast, too. Fun fact: our sound designer made their croaks from the sounds he got from a glass of water, which lead to one of the funniest phrases I've heard which was "I drank the damn glass of water I wanted to make croaks from!"
Genious from the game design perspective. I love the "no, but" approach of crashes being a separate machanic instead of a game over and the pirates add a threat that doesn't let you illuminate everything all the time. My only gripe is that it gets a bit monotonous, which is understandable for a jam game. Annd this one is so polished that it's clear where the time went so the following it's more of "if that was a full game that's what I'd want out of it": I wish there were multiple levels with different layouts and ship appearance patterns.
P.S. Hell yeah lighthouse gang
Ah, I see. Game jams really do force you to make tough sacrifices. The mission idea does sound interesting, but I think there's potential in the endless mode as well - if you hand-craft the waves you could make them so that each one rewards certain combos and interactions, and gradually introduce them - not saying that's what you should've done, mind you, that might've taken even more time.
Definitely not a game for me, a (less importantly)non-native english speaker and (more importantly) someone who still can't get used to their new keyboard and constantly presses in-between buttons haha. But I like the actually serious message and the whole uncomfortable vibe of the game. And the effect that happens when you mistype very clearly communicates that you made a mistake, good job.
It was a very good first impression thatnks to the funny sounds and music but I unfortunately didn't like the gameplay. The controls felt sluggish and unresponsive and I didn't really understand the game. It seems that you change the relative gravity by spinning the world but Wendell also magnetizes to the ground quite strongly so you have to really shake the world to actually do anything, which for me personally felt very frustrating. But other comments here seem satisfied so I suppose I'm not the target audience.
I have a strange complaint which is that the game is too... deep I guess? I enjoyed throwing the elements around but the combos and iteractions were largely lost on me because there was just so much stuff going on. I got style bonuses, the enemies got style bonuses, there were AOEs constantly spawning in around me which seemed to actually be on my side(still no idea why small elemental circles spawn) and in the end the only interaction I figured out is that wind spreads fire. I also feel like the filling circles around the character mean something and they seem like an interesting interface choice but I didn't figure out their purpose except for the ult one(same goes for extra healthbars).
So overall I'd say that the mechanics seem deep and complex in a good way but the pacing doesn't let you engage with them at all because from the srart you are surrounded by a lot of enemies that demand getting rid of, not experimentation.
Now I've wrote 2 paragraphs criticising the game but I look back at the rating and it's one of the highest ratings I've given yet just because of how much potential there is in the underlying systems.
Also the compendium is a wild thing to add in a 7 day jam and I really enjoyed reading it!
I know gamble games are popular nowdays but I feel like that's taking it a bit too far, you actually have zero agency, there's a single action available and it's just gambling to not stab yourself repeatedly. The fact that the game doesn't take itself seriously remedies it a little and the spinning loot crates gut a chuckle out of me but it overall feels drawn out for something you have no control over.
Other than the whole no agency thing, I wish my actions were displayed in the combat log and it would scroll automatically.
The visuals were nice and moody though, I like the little camera sway in combat
This game is wonderful in its simplicity. I really like how it's a balancing act to get the planet close to the black hole without it getting consumed, I ADORE that there are unique effects for each planet that make you use them differently(My favorite was seasonal tundra) and the fact that the black hole grows and can consume the planets that were once in stable orbit(I'm also pretty sure there's a metaphore to be found somewhere) is just icing on the cake of controlled chaos. Just overall extremely enjoyable.
The stretched pngs of the fish made me smile and the friction of having to grab the bait from the car was a nice bit of grounding(even though the game buged out and got stuck in the betting menu after getting the bait for the second time). Unfortunately, I didn't really get the point of the game. You bet on what fish you'll catch but if your bet is right you only get the bet back with no extra money so the money is just sort of your health bar a la how much mistakes you can make. I would assume that the probability of the fish is tied to the bet size somehow to balance the choices(So a smaller bet is less safe because the fish is more rare) but it's difficult to wrap my head around and the what's the point of having a choice if they are all balanced to lead to the same result? It's quite a strange game.
I really liked this game, even though I'm not a big fan of incrementals. I like how you unlock Material on Mercury but the ascension still costs Stardust, I found using the new material to get more stardust really interesting. And the fact that ascension only checks for total stardust earned made me worry less about buying the upgrades that increase resource production, generally a very good job with balancing.
I really like the premise, the many swords in the ground set the ambience really well, but the quick time events unfortunately don't work and the little scene doesn't have a narrative conclusion. The stands vestiges are also very well designed and look awesome but I'd recommend you to spend some time on planning your time usage next time you participate in a game jam so as not to end up with no time to actually finish the game.
First off: love the sonar idea, I think it has a lot of potential. Was it inspired by barotrauma by any chance?
But I didn't beat the game because it was just frustratingly difficult for me.
- Deprussurization killing instantly feels really frustrating - it's a mistake that's realively easy to make as you try to use the sonar as little as possible and I think it would feel a lot better if you had, say, three hits until your sumbarine is destroyed by collisions - it would build tension as well, which for a horror game is good
- I just didn't get how you're supposed to avoid the monster. At first I thought it reacts to sound so you could possibly lure it somewhere with the sonar and then keep still while it moves past you to investigate that point - but it sees you as well, so there feel to be no way out of long dead ends(of which there are seemingly many). I guess it moves to investigate the sounds of sonar from any point? And I also noticed that it makes some sounds and I could determine where it is thanks to spatial audio(good job on that part) but as I can't really hide from it and must constantly use sonar to find a way forward while avoiding collisions that information just wasn't helpful to me.
I would like to end this with saying that the interface is awesome and sets the vibe really well. Best of luck on your gamedev journey and I hope my feedback helps!
It's nice that you undertook a creation of a platformer! However I think your game doesn't do many things that make platformers good quite right. Consider watching this video to learn how to make platformers that feel amazing to play because there are a lot of tricks to learn there: https://youtu.be/yorTG9at90g.
There's also a really good talk on how to make specifically good jumps, that's also a good starting point: https://youtu.be/hG9SzQxaCm8?si=snCd7RvTkLzRnzgk
Or you could search tutorials specifically for Unity on how to implement good platformer mechanics.
Best of luck on your gamedev journey!
Very good for a first game! But since you use pixel art, you really should set Project -> Project Settings -> Rendering -> Textures -> Default Texture Filter to Nearest, that will get rid of the blur and make the graphics nice and crisp.
I liked the powerup-based surreall exploration, and if you want to improve your platformer development skills, I recommend you next look into coyote time, jumb buffering and things like that, here's a good starting point: a video by Jonas Tyroller






