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Renhat

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A member registered 27 days ago · View creator page →

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К сожалению, нет туториала.

Начальная сцена сложная, она наказывает игрока, а он не виноват, он не знает, как правильно делать взмах крыльев, потому что ему никто не сказал, что это W + Space. Дайте игроку время научиться пользоваться управлением (простая сцена без шипов).

Сложно было понять, как заново крепиться к стене.

Допустим, ты случайно отцепился от стены и хочешь заново зацепиться, а не получается, и это бесит (глянь, как работает Master Ninja Gear в Terraria).

Как я понял, схема такая: отталкиваемся от стены, отлетаем чуть дальше и далее можем крепиться. Я понимаю, что если сделать возможность крепления сразу после открепления, то в итоге не получится открепляться, но попробуй добавить дополнительное требование: к примеру, зажатая кнопка движения в сторону стены.

Музыка отличная, но жаль, что нельзя громкость поменять. Лично для меня громковато.

Главная механика передвижения — топ, мне нравятся взмахи крыльев. Единственное: непонятно поначалу, как пользоваться, и слишком часто попадаешь на шипы.

Есть ещё непонятные моменты в левел-дизайне. Вроде продвинулся по уровню, а потом попал в кусок уровня, где ни вперёд, ни назад не пройти (взмахов не хватало), пришлось начинать сначала, что не есть приятно.

Арт красивый, в целом игрушка зашла, молодец.

Пиши Credits на странице, это важно.

Thanks for the response! I’m really glad you enjoyed our game. I'll take note of all the moments that were confusing in the game.

Thanks for playing) It's nice when "technologiaaa" works for people.

Thank you for playing! Oh, actually  it's a good idea for this game, I'll take note.

Thanks for playing)

What about the game did you find difficult?

I'll try to make it clearer in the future.

You guys did good job! So dont stop!

Thanks for the feedback! Yeah, I spent a lot of time thinking about the main mechanic — man, I poured so much time into just implementing everything that’s currently in the game. I was thinking about ways to add more complexity, and the idea you mentioned was actually on my mind, but I knew time was limited (we only had 4 days, after all). I had to prioritize finishing the game first before adding more complex layers.

I realized that a jam game like this would mostly be a one-time playthrough, but despite that, I really wanted players to feel the emotions I tried to put into it.

The music is superb.

The art design is dark and excellent.

The controls are a bit clunky, but little details like the synchronization of movement, walking sounds, and head bobbing were fine-tuned—it's awesome.

Overall, I liked the controls and how the running boost system works; it just takes a little more time to get used to.

Very cool art style; I've always loved pixel art.

What could be improved: make the controls more intuitive, so you can use the mouse to select items in addition to the keys, for example.

I finished the game in 7-8 minutes.

What I liked:

Visuals: The choice of colors, the font, the design of the screens, the planet itself with its atmosphere, the stars in the background, and the 3D models themselves.

Audio: Not intrusive and on-topic.


But:The gameplay is lacking; the issue isn't quantity, but variety. Either make it shorter or more varied.

A fun, short game. With some work, it would be perfect for mobile devices.

Its gameplay reminded me a lot of DWTD.

I liked the 3D visuals, but the lighting was a bit lacking, and the button next to Time Machine was hard to see; I spent a long time looking for it.

Overall, I liked the concept; running around frantically trying to figure out how to pause the timer was interesting.

(2 edits)

Thank you so much for your feedback!

This is our first jam of this kind.

Yes, I agree, the 10-minute timer is too long. We initially wanted to set it to 5 minutes, but after a couple of tests, we were afraid most players wouldn't be able to keep up (we wanted to simplify it, since it's a jam).

And we do have a bad ending, and the timer was supposed to trigger it, and it even worked, but we didn't have time to test it. In the end, I only noticed it wasn't enabled after the submission xD. That's the reality of Game Jam.

Funny capybara, and really good name for the game. 

This is probably one of the best what i  have seen here.

Finally!! Cookieclicker got a multiplayer!

This is hilarious and never seen such a thing. so simple and so fun and so polished.

UI good, drum music Nice. but It feels like the player has no way to influence the outcome of how the ball moves.

There are some complications; there's no tutorial, and it's unclear what to do. Well, I made pizza a couple of times, but it didn't save me; I didn't understand what to do with it, and I couldn't even eat it.

Very polished, even here i see some interesting ideis.

I really love the idea! Fantastic concept — swapping hours basically feels like a cool form of vampirism. The only issue I had was with aiming/hovering over NPCs with the mouse: it didn't always register, even when standing right next to them.

The shooting mechanics feel really tough to get the hang of, but I love the PS1-style art! It looks awesome.

Well, not much to say here. Honestly a bit harsh on the eyes, but I managed to push through to room 13! By the way, I ran into a bug where I skipped 2 levels at once a couple of times.

Very immersive and what a ui, crazy quality

Really cool idea, It's like a buckshot roulette but with a bomb.
And art style, really good.