Thanks for the comment !
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The idea is really cool and it needs some skill ! I think the character is little bit to floaty, even with the break. It's sometimes complicated to go where you want to go because your character is flying in an almost uncontrollable way.
It needs more feedback too, for example something that tells you what you can grapple and what not at what time, I died many times because I wasn't able to grapple for whatever reasons.
But overhaul, The game can be something really interesting, the art style works very well with the gameplay. Good job for 48 hours !
Thanks for the feedback ! And glad to hear that you and your dad that got no problem with the controls !
Implementing an AI was impossible in such a short amount of time, but it would be a nice feature for a bigger version of the game !
Nice little game with a cool art style, but keyboard controls for an isometric view puzzle game is not the best fit I will say. A controller will be more intuitive I think. It was hard for me to navigate safely.
First of all: great visuals and great idea, works very well !
One thing really that can be problematic (despite the absence of sounds, but you where alone and it's a Jam, so it's not a big deal) is that the camera in centered on the ball and not on the two elements at the same time. You can lose your cursor like that, and, obviously, kill yourself.
But hey ! The game is good despite this, nicely done !
Ha ha this is actually really fun ! The idea works well, nice job !
Maybe it needs something more to make the "shots" more punchy, more juicy. Sometimes I didn't know if I was shooting correctly.
I like the music by the way.
Yes, the controls need some work to be more enjoyable. With the visual feedbacks and that, these are the main problems of the game for the moment.
Glad to see that you still enjoyed the game and liked the art style, thanks !
The idea is nice, it fits well the theme. But controlling the torch is pretty difficult sometimes especially when you turn around and the torch gets up but your mouse is pointing down.
The rest works well, cool game !
Cool art style, really ! Cool use of colors and post process !
One big problem for me are the controls, it doesn't respond well, I think it will be better to dash directly with the arrow keys and not combined with space bar. Like that the player will more focus on the game rather than trying to understand the controls I suppose.
But when you understand the controls, the game has a great feel when dashing on ennemies !
Cool concept ! Needed some time to understand how it work, but at the end, it's really interesting and relaxing. And really cool aesthetics ! On a big monitor it's not that easy to play, but that's not a problem for the game itself.
Actually, there is no jumpscare in the game technically. You walked straight into the monster most of the time, it's not because you can't see the him, he's not here (same goes for the objects btw) :)
Okay, I wasn't sure. Too bad You Tube isn't good enough to make a good translation by himself on the video. If you have feedbacks for us in english, it would be really usefull and awesome for us !
We understand french and german too. Maybe it's better for you ? :)
Glad you liked the game ! We didn't had the time to create a real AI for the monster in only 48 hours, so for for the moment it's pretty easy to overcome his pre-determined path. Hope it will be better in a bigger game. :)
We had the one button press in mind for a moment, but it takes away a part of the stress you can get from changing frequencies. Actually we want to lose the player a little bit in the environment with such a mechanic. :)
Nice video btw !
Nice video ! Losing a little bit the player by figuring out the environment and where the monster is, is actually the whole point of the game :)
The game was made in 48 hours, so yeah, the level design is not the best you can get, it can be tight sometimes. If we make a bigger game, it won't like that we think.
Thanks for the feedbacks ! The frequency changes when the monster see you are done on purpose, we wanted something new for a horror game, not like the hundreds of other games you can get most of the time (walk, jumpscare, over, that's it). We wanted that the player feel more active and think about what he is doing in the environment.