Gawd dam this is good, honestly for me it's the best platforming experience since celeste
Recent community posts
my goodness it's a finished game. Shovel knight (specter knight) mixed with hollow knight aesthetic mixed with dark souls locking mechanic (only slightly joking). It's crazy one person did this, what plugins (if any) did you use? How do you decide locking?
I like the concept and the animations are wonderful. On a blind run I had no idea what was going on, but after reading the description it was pretty good. I feel this is a prototype for a much better game, though, but perfectly acceptable for a jam game.
There was two points where the camera didn't show where I was going to land which were frustrating, and the music shouldn't restart every respawn, but I did enjoy the platforming as the controls felt pretty tight. My biggest gripe was at the end I didn't read what it said and accidentally restarted the game, so I assumed I must've died to a hidden spike, so I had to replay the game.
I like the concept, a lot, and this game is really fun when it works but there are too many missing QOL features. After doing something at a station is should automatically move to selection mode instead of having to press both arrows. When pressing both arrows sometimes I'm moved to one of the stations next to me, though it is random. I have lost twice, once when i had 25 seconds left and another time when I had 15, not sure why. You should be able to cancel an action, for when you mistype, or at least leave the current minigame with a 'ruined' product to throw away.
Now the pros: great artstyle, good premise, really good punching animations, solid mechanics (each minigame feels like i wouldn't get bored after a while), and the time mechanic really works in a cooking game.
EDIT: I went back and played with sound and finally beat it. The timer on the top right doesn't mean anything, the bar on the bottom left is the real timer, you can accidentally switch to selection mode at any time glitching the game out (though this does make me think maybe switching to selection could be a way to cancel a task), and for some reason I would win levels with 1 ingredient still unfinished. I still really like this game though.
A few ideas are items to collect (could be additional jumps or just points), enemies that move on the platforms, or spikes on some of the platforms. Obviously this would need to be playtested but it adds some progression
It's a well presented game, and the idea can work, but this limitation is making it really painful to play because of the constant dragging. Easy fix, make activating a card with only a single click, but still have dragging in case of discards. Also please make the movement separate from the cards, its by far the action I spent most turns on.
yeah not the limitation at all but enjoyable. Working in IT helps, but since this is a game jam I'm guessing it's not a problem. Also the password has a 1 that looks like an l which is annoying
There are some technical things such as the camera being too zoomed in, the texture on the final boss is a bit blurry (should disable any filtering when importing the sprite), and some typos in the last part, but the tone was good and the music pleasant. Also i like the grim fandango-esque banter.
It was fun, like a cheesy but fun movie. My only nitpick is I would prefer the camera stay where it is when examining objects (not zoom in). During the shooting, it was funny that the options were 2 women or a man and the text said "You don't know who, but he (the killer) must be in this room", which made the man the obvious choice.
I love the Celeste inspiration, it makes for a very smooth experience and the world has character! After having played celeste, though, this is very easy lol, I would have made the other you probably shoot more rapidly. The only other nitpick is that the jump sound is too harsh/sharp. Otherwise, this is a really polished experience and feels great to play.
I definitely agree a progress bar would work very well in keeping me engaged. I checked out the video, and I think the fact that I thought the game should have more stages really shows the potential, good job on this on!
Got to day 11, amazing game, the people in the comments already explain why very well. I love the noise that gets made when you lose. My main issue is if the mouse reaches a border its a bit disorienting, I would have it snap to the point on the border closest to the mouse instead. Otherwise an amazing game.
As a concept, great! I would love to see more variety, though, perhaps enemies that split up once you shoot them or different window sizes with aiming that scales. Sound effects would also really tie the aesthetic together, like some from sfxr.