Great job on the vehicle control! I like the big changes in elevation too. I had way too much fun launching off the roads :D
riari89
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Fair enough! My experience was just that the gameplay overall felt too slow and constrained, and I don't think allowing the light and attack abilities to be used simultaneously would erase all need for planning how to approach enemies - you'd still need to be smart about where you're aiming and what you're hitting with the attack. I don't think being limited to one at a time adds much to the challenge, but I may be in the minority and I can totally understand the concern about making it too easy.
I think the bottom line for me is that I'd love to see more of the challenge come from timing and reaction and less from constraining the player - i.e. lean more towards skill based gameplay like sirdorius said. I think a potentially fun combination would be a faster base movement speed with a speed penalty while you're using the light.
Regardless of my personal take on all of that, I know you did what you were able to in the time you had and I would love to give it another go after the voting if you update it :)
Thank you! For the sound effects, some of them I generated using https://www.bfxr.net/, and some I created in Ableton Live using FAMISYNTH-II and Magical 8bit Plug. I also used those VSTs to make the title and win screen music. The other two tracks (for the level and the lose screen) I found on itch.
I agree with Nisovin - this game definitely feels slow. I think the default movement speed for both the player and enemies could just be increased without adding sprinting. I also think it would be better to let the player attack, move, and shine the light simultaneously rather than being forced to stop other actions when starting one of them.
That said, this is a great little game! Nice artwork, atmospheric level design and an actual story, which is rare. Excellent work overall.
Stunning submission! I enjoyed watching it come together in the WIP channel. I love the N64 vibe, and I immediately picked up on the Journey inspiration in the character design as well. Top marks for presentation.
Jumping feels a little clunky to me, but I'm honestly not sure how I'd improve it. Apart from that, the connection to the theme isn't very strong, but I know you acknowledged that on Discord and explained why. I can't really comment on that because I had the exact same problem - the original scope for my game was going to be a reasonable interpretation of the theme, but ended up being a very weak one.
Everything else about this game is superb. I'd be interested in playing again if you're making post-jam improvements. Excellent work!
Thank you! Yeah, I noticed the exact same issue far too late unfortunately. You can rebind the ability inputs in the settings to avoid that problem, but it is quite difficult to pick keybinds that don't make WASD difficult to use. We're continuing to develop the game so will definitely be taking a closer look at how to improve that. I appreciate the feedback!
It's in between levels. There's only one level, but after you finish its waves (there are four in total), you can exit the level via the Exit Portal, which takes you to a screen where you can review your cards and equip them - then you can replay the level to try them out. We were planning a Living Room level next but sadly it didn't quite make it in!
I spent quite a while playing this. I got hooked experimenting with breeding and party order. Shame about the tooltip issue as others have pointed out - I have no idea how you managed to test the game without getting very annoyed with the tooltips! But apart from that, this is a really strong entry and you should be proud of it :)
High points for originality! I got old school city sim vibes (it actually reminded me mainly of Monopoly Tycoon for some reason) and I like the concept. I saw your replies to some of the other comments about having to cut down the scope for various reasons - I think you did very well under the circumstances!
Wow! One of my favourite submissions for sure. It's such a carefully and expertly crafted game with an original concept at its core. I'm having a hard time faulting it - the only thing I would say is the floating text/icon animation is probably a bit over-used, but the game is presented so nicely in general, it's easy to overlook that. I had a lot of fun playing. Bravo!
Easily one of my favourite submissions. I felt like I was playing a surreal blend of Mirror's Edge and Half-Life! I thought the controls and player movement were really well tuned, and that was before I discovered how the wall-jumping works, which immediately doubled the fun factor. I like how it gives you an opportunity to recover after a bad move - it delivers just the right amount of challenge without feeling like it's unfair. Great work!
This is very impressive! It's short, but really, really high quality. I had some minor issues with the item UI/UX (like the slightly buggy hover state of the slots throwing me off), but I won't let that detract from what is otherwise an amazing piece of work. I'm surprised this submission doesn't have more ratings - hopefully you get a lot more before voting ends!




