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riari89

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A member registered Jun 10, 2020 · View creator page →

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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

Couldn't get more retro than this! And it really feels like an actual C64 title being emulated. Nice work!

This game definitely deserves more ratings, it's a gem! It is pretty difficult, but maybe that's in keeping with the games it's inspired by, haha. I imagine it's also difficult to create a more gentle difficulty curve with the procedural dungeon generation.

Frustrating car physics, but the vibes are impeccable! This actually reminded me a lot of Carmageddon.

This is brilliant! I love the palette you used. The game looks and feels very polished - pretty impressive for a solo endeavour.

Creepy AF :D

Genuinely awesome gameplay. I did not expect it to get so intense! Nice job :)

This is so weird, I love it! I think this is the most original interpretation of the theme that I've seen so far, so that's a 5/5 for Theme and Originality from me. Pretty well-rounded game overall, actually. (Apart from one level where a cockroach ruined my gelatin before I could even move...)

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 :)

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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.

Highly original and great fun to experiment with all the combos. Superb work!

Nice game :D I wasn't sure about the gameplay at first, but I was really getting into it by level 3. Nice graphics as well - simple but effective.

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.

I'm not a fan of football at all so I never really played any of the classic football/soccer games (or any of the modern ones for that matter), but I'll admit I had a blast playing this! Really well presented. Good use of Mixamo animations too.

Really impressed with this one! It's super polished. I'm not very keen on Sokoban puzzles usually, but I got hooked. Nice job on creating so many levels by the deadline as well!

You should be able to loaf anywhere, including on the beds! At one point it was also possible to ride on the roombas (loafing or otherwise) but I managed to break that right before submission, haha. Thanks for playing!

(Also thanks for pointing out the typo - fixed!)

I agree, that was one of our stretch goals! Thanks for playing :)

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 :)

I love this! The retro vibes are on point. It really does capture the essence of Castlevania and other side scrollers of that era (it also made me think of Wonder Boy, Golden Axe and Shinobi). Excellent work :)

Enemies drop ability cards as loot and you can slot them into slots 2, 3 and 4 at the end of the level. Glad you had fun with Dash though! We spent some time tuning that so it would feel fun to use without the other abilities. Thanks for playing :)

Neat little game. It's quite satisfying to play once you get the gist of it. I like the art style - it's simple but effective. Also, this is another example that feels like it was sensibly scoped, which is something I really need to get better at :D

Echoing what others have said about the art style, it's awesome! The animations are super slick too. Very impressive submission for a team of two. Nice work.

The best way to get more eyes on your submission is to rate and comment on other submissions.

I love it! The cube idea is neat. Overall it's a nice little game with a ton of polish. You clearly scoped it just right.

Creepy and intriguing. Not the most engaging gameplay, but the narrative absolutely makes up for that. Great work!

There's an impressive amount of depth in this game. I found the QTEs a little frustrating at first, but they do make the combat more engaging. The presentation is excellent too. Nice work!

Truly one of the games of all time.

Thank you!

Thank you!

Thank you! You're right, we definitely neglected balance until way too late. I didn't even notice the Steam ability has no cooldown until after the deadline, haha. Whoops!

Really clever idea! Controlling the tower can get very difficult and unpredictive, but I imagine it wasn't the easiest thing to implement (and it can lead to some extra funny results anyway, which I suppose adds to the charm). Overall it's well-presented and fun to play. Excellent work.

Awesome, I'm glad you liked 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!

Very good! I had to look at the comments to get some hints, so I think it could use some work in terms of hints and UX, but I played to the end. Graphics got the highest rating for me. Good job :)

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!