Ooh, I just tried your update! Great job to implement those suggestions so quickly. The other thing I thought of was that it would be nice to be able to change gravity in mid air
pdw3
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Whew! Those last couple of blocks took a looooong time :)

Good job. Two quick suggestions: first, the ball was rebounding off the bottom of the paddle... it would look more realistic to bounce off the top of the paddle. And, second, it seemed like the blocks had hit boxes that were too large -- specifically, the left side seemed like the ball would clear the block without actually touching it.
I liked the concept and execution of this game. All the dialog and cinematic sequences were getting me emotionally invested in the narrative. I played through a few times and it seems like it's just Susan and then the end. I would have loved to have more content but I understand that it was a very short jam.
The only two issues I noticed were that resuming the auto save game after losing to Susan was pointless because the save happened after the losing decision had already been made... so I was doomed to suffer Susan's jujitsu a second time :( -- and this wouldn't have been that bad except that I then started a new game and had to sit through the entire opening sequence a second time (it didn't seem to be skippable).
All told, I managed to lose $451,000 from the company!
Nice game. It's simple design but feels polished. I appreciate that you give players a few attempts when hitting incorrect blocks -- but maybe hitting the correct blocks should make them disappear on first hit so it feels like less of a chore.
The level with the U heavily carved out was difficult because I wasn't sure from the template on the left which top and bottom blocks to carve. I ended up carving out a U a the wrong level and died. (could fix this by adding a border to the template to give the player a visual reference)
Well done!
Your game has a great concept! I had a lot of fun with this one (even though I'm using a laptop trackpad rather than a real mouse and couldn't get higher than 126). I really enjoyed the different kind of elements you designed... the manhole cover and the traffic light were nice twists. It was difficult to clear away the woman with a trackpad but I imagine this would be much less of an issue with a mouse (or better yet, put this game on mobile and then you're just swiping away with a single gesture).
Clever use of randomized levels. I also felt that the mishmash of different graphics styles of the various elements added to the quirkiness of the game. Well done!
You've got a good start. I managed to catch 8 people.
I felt like the game space was too big. I'd suggest scaling it down, adding more people to catch, and more obstacles to hide / navigate around.
It was nice to have footstep audio for the player. Would be nice to add more audio for things like catching a person, and perhaps having the people change expression to fear or surprise when they detect the player
Great work! I really enjoyed your game. The player movement speed and controls are perfect. It was nice to navigate through the maze and not have to worry about being attacked... It's like a cozy game or something. :D
Great detail with blood splatters all over the place. I loved the dialog you wrote for the injured. I liked the puzzle aspect of needing to find certain things to heal different monsters... and them sometimes giving you something. I was able to finish the game without healing everyone and that drives me crazy as a completionist LOL.
I also loved that you had some monsters beating up on the hero at the end... with audio to match. Very clever!
I didn't use the yes/no mechanic at all (I always answered Yes)... but perhaps saying No would have let me strategically heal more injured... or do things in a different order.
I enjoyed your game and got all the way through it. You had an interesting concept with the reflection of arrows. The only drawback I'd say was the jerkiness of the timer mechanism... it was counter intuitive to have arrows freeze in mid flight. Although you did a good job increasing the difficulty over time, there was really only one level where the timer mechanic was useful (i.e. when four opponents had direct line of sight at the same time).
Cool concept! It took me a long time to get through level 2 but I finally started to get the hang of it. But then level 3 was way too unforgiving with the very tiny landing area on the top surface. The timing of moving and dashing is quite difficult to get right. It might be nice to start out with easier levels and gradually increase difficulty (or I just suck at this game :D )
One thing that also messed me up was that the moving platforms seemed to be one-way only, which was counter intuitive -- I expected that I'd be able to land on either side of that platform.
I appreciate the heart you added in level 2 -- I needed it many times. If you take the game idea further, it might be nice to also have a special star item that makes the player invincible for a short time.
I was also able to ring the door bell while this dialog was up. (Unless you have a specific reason not to, I'd suggest blocking the main game loop while dialog is up... either in code or via the paused feature of Godot -- set the dialog layer to process when paused and keep the rest as Inherit / Pausable).
Stunning graphics! Wow. In terms of game play... I found the yo-yo mechanism counterintuitive because the character stops in mid air when the yo-yo is deployed. Also, this seems to borrow a bit from Super Mario 3 in terms of platforms, slopes, cannon ball projectiles -- but sliding down a slope into an enemy and jumping on a ball both killed me (was unexpected based on Mario play). And then in terms of polish... everything looks so professional -- except the "Mouse Go Roll!" banner on the main menu could use some love. But that is extreme nit picking. This is overall an amazing entry. Congrats!
I tried walking south and went out of the castle... I went south a few more steps and then was taken into combat with a rat and a green slime... the battle went on way too long. Mostly we were just missing attacking each other. Eventually I died. The game could have promise but I think it needs some balancing.
I enjoyed the music
It looks like you put a ton of work into this! It has a very classic NES feel. The overworld screen looks amazing and suggests a massive amount of content -- especially for a jam game. As a new player to the game, I felt like there was too much text tightly packed to read up front... would be nicer to roll out the lore in smaller chunks after I'm already invested in the game. Even like the first town seemed like there were too many buildings; and the first dungeon was too large and too difficult (maybe make those round shell things easier to kill... like one hit instead of three) -- especially since the player dies so easily. The very low jump height was tough to get accustomed to after playing other really jumpy games. Also, the two grey columns on the sides look cool, but take away from your playable real estate.
Yessss! Thanks for making this game. I'm happy to see a brawler that took inspiration from Double Dragon. Great attack system (I love that the punch changes up to knees) and jump attacks, attacking lanes, etc. The grab traps were a great addition. I found that I got stuck a few times on the top lane against the boss. Other than that, really smooth game play and great NES graphics.
Really amazing game! I love the graphics, audio, and most of the gameplay. But, yeah, the enemies that jump around are placed too aggressively... it seems like they always drop on my head and there's nothing I can do to avoid them (aside from memorizing the layout I guess)... and then with the knockback they end up hitting me a second time. Maybe I just need to spend more time playing. But giving the player more notice ahead of time -- at least early on -- would be nice.
Loved this! Great intro and fun gameplay; amazing graphics and audio. The only thing I would change is the speed of the dice rolls being revealed. But perhaps the intent is to only roll a few dice at a time? Is there ever a scenario where the player would want to roll more than, say, three dice? Maybe the mechanic of choosing how many dice to roll could be removed.
I like all the animations you had for the main character with up and down frames, crouch, etc. I was stuck right after getting the bow and arrow for a while... would have been nice to have some in-game clues that the tree/vine things can be climbed. (the earlier two had red things at the top but you could have drawn more attention to them... or some games even put arrows to tell the player to go up)
I enjoyed the ballistic trajectory of the arrow... it added a dimension of difficulty to try and find the right distance to strike an enemy.
For the most part, the graphics looked really nice and almost NES-like. However, I felt like the moon reflection did not complement the rest of the graphics.
Jumping felt too slow... but everything else was awesome! Well done game. Great enemy design. The projectile mechanic worked well for collecting coins and stunning enemies. I enjoyed the crate with multiple coins. The game length and difficulty was perfect for a jam game. Excellent NES feel. (Oh, also great death animation when the character falls down off the screen and the coin fruit things go flying)
Thanks for the really detailed feedback. I also noticed once that the audio didn't loop in browser but it worked other times. Oh well. Yeah, the dither fade I realized after the fact would have been better as a true stepped fade like everyone else did. Sorry about the bug... I never saw that (were you on your last life? that's how the frog dies) -- do you remember which screen you were on?
The graphics were really well done but I found the game play really difficult while splitting focus between watching the guitar and the boss. I also wasn't sure if I was moving the arrow on the guitar or not. The game would definitely benefit from a small tutorial playthrough so players can learn the controls.
Very interesting concept. It was confusing at first... but the abundance of hearts laying around made me comfortable with jumping and dashing. I felt like you did a good job introducing each mechanic as the game went on. And I think you also did a great job with puzzle design... I quickly learned that there was a way to maximize movement currency by chaining movements together or like landing on top of a skeleton to bounce.
The artwork and intro are also very well done. Congrats!



