I love the art direction and different levels having their own palette! The 8 directional sprite and movement are also very nice. Would love to see future iterations and the vision getting realized.
pke1029
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The levels are well design, with great use of coin indicators, I never find myself lost. My favorite area is the final space area, the platform with particles are very pretty. The spike collision can sometimes be a little janky. I would also suggest juicing up the game with particle effects and nice transitions. My final stats are Deaths:74, Coins: 309, Time: 21mins.
It's a very addicting gameplay loop. The art, soundtrack, and theming are great.
I wish the space shooter section had more fleshed out and more visual flares. IMO, making it faster-paced, having smaller entity sizes, and larger and interesting bullets, could really improve player engagement. The upgrades felt overused. You couldn't afford the interesting ones until the late game. I know my review might sound harsh, but please take it positively. I had great fun playing the game.
Thank you, Maplewood. I really like your work too! I hope we can work together someday. Starry Serenade is out now at https://pke1029.itch.io/starry-serenade. Would love to hear what you think.
This game deserves more plays! I really enjoyed playing all the different levels. The game feels very polished and the art and music are great too! One feedback I have is that I wish the velocity of the ball is replaced by my input instead of adding to the current velocity so that the control feels more responsive and the ball is actually traveling in the direction of my input.
I agree the game is a bit repetitive. Initially, I kind of intended the game to be endless, but later I decided that having an ending would be rewarding to the player, so I just choose an arbitrary number of 3 loops before the game ends. I'd certainly like to expand on the gameplay if I had time! Thanks for playing our game!
It's very impressive that you are able to build a game around a problem that would usually only be interested by academics (I am fully aware of how hard that is!). The complexity of the scheduling problem also makes up a great captivating game. I really enjoyed playing it! I gave it a few tries and my highest score is 81 (by maximizing on the air drones).
Just purely for my own interest, would you mind sharing how the road network is represented (weighted graph?) and what kind of scheduling algorithm did you use?
Love the implementation of the worm moving mechanics and making puzzles around it. It's also very clever to use springs to simulate the worm joint dynamics! (I love games that incorporate physics simulation and I wish I have thought of this!) The movement is polished and intuitive to move around. Overall, I think this is a very solid entry to the jam.
Very unique mechanics. I am not sure if I completed the game, I got to the point where the frog king says something along the line of "I just want to save my queen" and the game brings me back to the title page. I didn't get to save my friend :(
This is just my opinion, but I think the unique mechanics and the art assets (they are very beautiful and I wish I could interact with them) would make a better puzzle game than a combat one, like the one where you light a fire at the beginning of the game. Without the combat pressuring you to make a decision, there would be less fumbling and frustration. Overall, I think the game has a lot of potentials and I really enjoyed playing it.
Thank you for the feedback! I agree that the gameplay is a bit lacking in depth and your points are very valid. I heard in an interview with the Hollow Knight devs in which they mentioned they keep polishing their game before adding new elements so that they can release it at any point and that idea resonated with me. I wanted to prioritize creating an enjoyable experience for the player and spent most of my time polishing right after the maze system is done. It also took me a while to experiment and fix the 3D library (and I see my main contribution to the jam to be the blend of 2D and 3D pixel art aesthetic and the movement mechanics instead of the gameplay). Celeste is also one of the games that I looked up to, and I am glad to hear that you think the visuals are up to the standard of @starling's script and that it reminded you of Celeste! Anyhow, I will keep your suggestions in mind and hope to focus more on the gameplay aspect in the future!