Thank you for the kind words!
It's redistor on discord, same as here :)
This was fun, I think I went a little overboard and crashed, whoops 👀
I have to say, the "game of life" style attack is actually so creative, never seen something like that. It actually works really well even in a more "competitive" setting as it deals little dmg but can multiply almost infinitely if used correctly.
My biggest gripe was with the UI. Get some "hover on" effect on those buttons! For you it's probably obvious, but as a first time player I have no idea what I can actually click and what not. This specifically refers to the shop. Like is the text clickable? are the icons clickable? a lot of try and error and confusion.
But that's a easy and quick fix to do after the voting is over, It's also not a big deal after 2 minutes once you click around and understand the rules.
overall well done
It gives immense GLADOS vibes and I love it. Fun spin on the theme, I am actually shocked that I never thought to inspire from great works like portal - it makes totally sense - the setting at least. It gives a really believable world with limited assets.
I'd say the ragdolling every time is a little funny. maybe if this was a longer game this would get a bit annoying, but for jam-length experience it was good. Kudos
This is a very unique spin. I am amazed by the amount of text and detail there's in all of the posts. I think I've gotten 2 ending, although I could mistake them for a bug, cause there wasn't any ending screen - just single frame and I guess I have to restart.
I'd say mechanically the game is really interesting, love the concept itself and the art is pretty! but there's one glaring problem. The UI is really hard to read, I think some "hover" effects to signal what is intractable could've helped, but also reducing the amount of text on the screen at one time. Once you understand the mini games the flow is pretty cool! but the first time you get to that screen it's so overwhelming!
But I would say if sorted out this "first time" experience and made it a little clearer - this is a very unique and fun game!
that was so god damn fun. It's kinda wonky but the FEEL is there 100% with the SFX and VFX. and the twist with the theme is also really cool, although I think it makes it unlosable - which isn't really bad - it's a incremental game after all. The C skill is absolutely overpowered - I don't know if it's a bug that it doesn't have cooldown, it still was fun AF.
One critique I could point to is the thumbnail art. I don't know, I almost didn't click on it cause I had no idea what I'm looking at. There's just so much noise there. Make something more eye catchy, i can see you have the art skills cause the game itself is very pretty!
My first rating of the jam, here we go.
I like the use of the theme! Really clever way using attacks of others to your advantage. It seems like the music and art are completely your own? if so, kudos to you. It might be not the flashiest art but it has this lo-fi aesthetic, I really dig it.
btw, you already have a fullscreen button that's built in by unity. You can disable the itch full screen button that's on the game page - they just overlap and are confusing.
The art is indeed really pretty and the game is a little scary. But I feel like you really needed a sound guy to tie this all together. The atmosphere could be 10x what it with right SFX, even a few would make a difference. Over still high score for the presentation cause it might be the pretties game of the jam :)
I don't know why my machine hates this game so much but I am unable to run it in any way. Windows version completely crashes after 2 seconds, web version loads in after like 5 minutes of waiting and is frozen.
This might be completely on my side cause I don't see any other comments talking about it.
I will withhold my rating until I get it to working, maybe try on another machine, but I did want to let you know that even I didn't see the game yet and I really want to play it. No idea why, but there’s some hook I cannot understand that compels me to play it - it's weird.
EDIT: Web version loaded in after a minute and it was so worth it! I was on the edge of my seat the whole fkin time. I don't know man, there's like almost no gameplay, you just walk and press a button, it's almost the same hallway that you walk through each time, but there's something grabbing your attention like crazy.
The look of this game is also something to write about, I always loved the psx style texture snapping but here it's mixed with this - I don't even know what to call this style but it's consistent and it makes you feel surreal.
I am so baffled by this entry, my fav so far.
This is quite impressive for 48hrs. Would fit perfectly in the "silence is key" theme that wasn't picked, it's a shame, cause it was my preference.
Overall it did give me a scare first time, but after that the monster is really easy to dodge, I like the fact that you learn to basically freeze completely once the monster rave music starts playing. I don't see any credits for the assets so if you did them yourself that is a huge accomplishment in this time frame, I could never :)
I do think you might be having issues with capturing the mouse in the web build, it probably works fine on windows , but for the web you can't capture the mouse willy nilly - you have to capture it ON window click. So just include into _unhandled_input another capture specifically on mouse click.
This is a text book strange place. The atmosphere could be cut with a knife.
I've gotta say, I almost can't believe you have something so polished in a week. Congrats
I know this isn't really in the scope for the jam, but the cassette player just begs for some story to be told via recordings on the cassettes. Maybe someday in a full release? It's like a perfect combo, giving you something mundane to do while traversing the world, allowing you to listen to the story.
man that's insane commitment to the project, haha. I wanted to suggest using sprite sheets and animating characters independently from the background, but it seems you already knew that. It makes sense that you'd switch to faster workflow in the jam setting when the speed is key. It's better to have it take a few seconds to load in a browser instead of not finishing the entry!
That was so lovely oh my god! Like no joke one of the best concepts this jam and the execution was so well done! It managed to make me chuckle
I don't know if this could stand as like a full release, maybe if you really leaned heavily into some good twist at the end. But it was literally the PERFECT jam game, short, sweet, pretty and funny. 5/5 in almost everything
I gotta say, that is a shit ton of guns to have in a game this simple. And it seems that you have put a lot of care into them feeling different, I think I noticed even some damage drop off at a distance. If I had to give you some advice it would be to focus on one gun! make it feel the best you can, some people probably never got to like a 5th gun. btw, the garand had the best feel imo.
Yeah but it was pretty enjoyable to run around and shoot stuff. Focus on polishing a single gun and maybe some simple environment to run around and you have a pretty neat game.
You asked for feedback so here I come with a shovel of real feedback.
First of all, great job on making a game completely from scratch. Sure the art is simple but it's coherent and easy to process. The free drawn aspect also adds a little to it, it could've been completely sterile straight lines and it would look modern but without a soul :)
the music fits and doesn't distract, sfx same. +1 for again going from scratch!
And for the gameplay, I am extremely impressed by the amount of content you were able to put into it. And at the same time it's a little bit of a curse. The biggest design game flaw you have are the actual mazes.
So for the maze to be a maze - you have to have dead ends
at the same time for the maze to be a puzzle - you have to be able to look at the whole maze and "solve" it. Otherwise it's just bumbling around in the dark until you get the "right path" which is just not fun.
So in this case I think you should take one of three approaches
- either add a possibility to view whole maze (like a map) - this makes the maze actual part of the puzzle
- get rid of the dead ends - keep all of the parts of the maze that are required to solve it
- or something that a lot of game designers like to do - use dead ends for cool stuff! collectables, lore, secrets? whatever you like. This approach encourages exploration
And now for the last part which frankly turned out to be my favourite part was the little lore drops, the writing. I didn't expect the writing to be this engaging about some flat shapes, haha. I've gotta wonder, is the flatland secretly ruled by circles? they seem to have easiest in this society.
So overall, this is a great result for your second jam, congrats.
okay so I didn't give it a fair try by just jumping in without even reading the description.
but that was so cool. I got so lost in the beginning and it was a surreal experience. I understood that I needed to perform some jobs but it slowly got a little creepier and the tension was rising. And when I finally connected the bars to the different minigames i was in the god damn flow, running from device to device. It was a blast.
You probably could've made it way scarier and tenser with creppier music and SFX but honestly? Maybe you shouldn't? the unsettling visuals and rather steady music were a weird contrast. With the phone screaming and something trying to get out of the god damn cage it was tense and at the same time it kept me in some sort of weird flow
I really liked it and I honestly don't know why. Something here really works
My second favourite entry
Hi there, really wanted to join the jam when it showed up on my feed, but it somewhat overlapped with the giant Brackeys jam and I just don't have enough energy in me or time to jump into another jam while I still haven't recovered from the previous one.
Is there a chance for Pizza Doggy's #5?
The themes were cool so far and the scale is also a little more friendly than the giant game jams hosted on itch, so I'm looking forward to it!
SOME spoilers below
Not me completely missing the hint and hammering on with life, love, live or even SOIL. I don't know why would it be soil but I was desperate, ok? I did eventually stopped brute forcing and figured it out based on the clue, haha :D
I gotta say, the game is a delight! I did the same approach of taking the theme of strange place as afterlife which tells you more about the protagonists actual life. What I didn't have is so many beautiful and interestingly designed characters. I feel like there has to be more to these characters which I don't catch on, probably represent some concept or are inspired by some mythologies? Rude masked man seems to have masks made of emotions but what role does he play in this version of the afterlife? and the Eye woman which seems to know everything and always keeps an eye on you?As you can see it got me thinking more about it so I think the world building works!
I also have to appreciate the complete lack of bugs, which are pretty common in jams. Nothing has crossed my radar, it was a smooth experience.
Hats off you, sir.
THIS ONE is my favourite so far, and I don't think anything is going to beat it. It's so interesting to see how different our games are while we do share a lot of assets. I gotta say, it was a blast. The atmosphere you build up is insane. And honestly the amount of the mechanics you crammed in? how the hell did you manage to do that? you have the regular interactions with items, picking them up and using for specific puzzle pieces. But also cassettes? (listened to all of them btw) The hole hunger/sanity system? the cursed item mini game??? and the sanity effect was so fucking cool. I feel like I'm fangirling here.
I honestly don't have any criticism. MAYBE for the jam's sake you could make the shotgun spawn earlier. cause jammers don't know how big the game is, they might assume the picking the items is all there is.
I never worked in a team for a jam. But man if you're ever up for another jam I feel like we could make something cool. My entry for this jam is way more narrative focused but I think games I made for past jams tried to do similar thing, and I also do godot.
This was great
5/5
It's a shame that such a pretty game and gorgeous game is held back by bugs that soft locked me twice :c
A lot of people already mentioned the bugs so I won't dwell on it. It's a pretty game that to tries to tell a intriguing narrative in a intriguing setting. It's the world that everyone hates. POTENTIAL! Probably getting a 1 more experienced programmer on the team could make the difference, but don't give up on it just cause a few bugs have filtered some people out!
I got all 3 generators. Did I scream the first time he appeared from behind the wall? yes.
But after that, he's a little too easy. You might be seconds from dying and just poof - turn off the flashlight and you're good. I think he should be able to see you if you're close at least without the flashlight.
But besides that I think the coolest element was waiting at the gens waiting for the bar to fill up know well he's coming. This was the most tense part and that's what you should work with.
I didn't get past the "analyze the residue", not sure if it was bugged or I was just being a dummy.
But that was so unsettling! that constant hum of those otherworldly pillars was keeping me on the edge of my seat. I feel like the game needs a lot of polish, the shadows are a bit wonky, assets don't mesh that well together, the ui is a bit primitve etc.. But, you seem to have a knack for building the atmosphere. Despite those drawbacks I was so intrigued by those pillars and the constant noise that then changed into almost a melodic hum coming from other pillars. So cool!