Thanks for playing! Yeah, we definitely overscoped a bit, but this was our first time doing a project together, and we wanted to know how well we worked together, so we aimed for a pretty huge project to try and stress test our team.
robinhoodk17
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Thanks for the detailed feedback! Yeah, the entire idea was to play with the "unseen" theme, so that the character becomes unseen to the spotlights, but also to the player. That way platforming becomes a bit harder. Originally we had planned to make the player completely invisible, but that turned to be a bit too hard. We completely agree, we should spruce up the page. We intend to expand on the game, so definitely that is one of the things we're going to do.
But it runs in my phone! Most mechanics actually work pretty well, but redacting is a bit flimsy (on the phone, I'm guessing it actually works way better on computer). The presentation is quite nice, and the audio is cute. It's also pretty cool how you make the player juggle around a lot of information to control difficulty.
Really cute game with nice visuals. I think that some puzzles are impossible until you already saw where the moles spawn, especially before you get the detector, but I might be mistaken. By the way, slowly introducing all items instead of granting access to them player from the start was very smart, it makes the game very understandable. Good job.
I think meat in the gears was my favorite level, it has some great level design. The blood splatter is pretty satisfactory, as it makes you feel like you're making progress, and the short reload times avoid making the game feel unfair. My only complain is about the camera, which zoomed in and out while jumping and was a bit disorienting.
This was a pretty great concept. Adding the windows was a great idea to be able to see the cat's movement. Also, the positioning of the platforms was great because they were close enough that you could safely jump from one another. The only thing is that it was a bit frustrating not being able to look back. Also, since you can't actually see the platforms, maybe you could increase the coyote time for this game.
It's impressive the amount of games you created for the jam. The first person camera is a bit dizzying for me, maybe you can add a settings option to control camera sensitivity (and even FOV, but maybe that's asking too much). It crashed a few times while playing some of the arcade games, but otherwise it performed well on my potato computer.
The writing is hilarious, the idle animation of the protagonist is great, and the idea is really cool, but the controls need a bit of work. I had trouble advancing the dialogue in the beginning, and after walking through some walls I got stuck in a corner, and I couldn't leave even when becoming invisible. I agree that the music is a bit repetitive, but honestly I didn't mind too much. I thought it had an ironic sense of fun, considering the combination of the writing and the theme.
The assets are really cute, and it's pretty cool that you had enough time to make AI that goes from searching to chasing. Also, the music is great (and you had two tracks!), and it's incredible that you even added some mini games, well done! The only thing was that the lockpicking section was a bit obtuse, I had to come to this comment section to figure it out.
An amazing game. The audio and visuals are straight up spectacular. Also, it's A TON of content for such a short timeframe. The controls feel a bit sluggish and unresponsive at times, and having some elements (and friends) above the eye level makes it awkward to explore, as you can't move the camera up and down, but all in all it's a great experience. Also, the play with the light as a hazard must have not been super easy to code.
Awww this game is super cute. The aesthetic and music are fantastic. The controls could use quite a bit of work, though. The character doesn't feel responsive at all, especially when jumping. The level design definitely supports this, as the game is quite easy, but it would be cool if you had better controls and could design harder levels.
Wow, this game has a ton of stuff going for it. it's great the use of shadows and different characters. The only downside of the game is the first hallway, which is a bit tough for a starter player, and the fact that all characters have the same cone color, making them hard to distinguish. Maybe you could reduce the speed of the guards, making them easier to avoid. Considering that getting seen by them makes you lose all your progress, I think they should be easier to evade. Also, the spitball and gum are a bit hard to aim. Maybe some UI would be nice.
The music, art, and environment are pretty cool. The first few moments before you bump into the monster are pretty tense. I also ran into the problem of controls not working. Also, the encounter seems pretty unforgiving. I managed to finish the first level, but I tried the second level many times and never managed to take more than one step. As a matter of fact in many occasions the monsters got to me even before I made my first move. Also, I never actually managed to get the stick to work. I think that the best part of the game is before you actually see the monster in the first place, so probably this game would have benefited from having much bigger levels.
I think it's an interesting concept, but with the tools you give the player they have no choice but to solve the puzzles through brute forcing them. Honestly, I have no idea how to fix that problem...The camera was cool though. You could feel the player moving without actually having any reference points, which was pretty nice.
I really liked the game's concept, but I think that it needs some refinement. For starters, you have to use other things besides colors to indicate zones so that colorblind people can play your game. For the platforming controls consider making the killzones a bit smaller so you don't actually touch them while standing on a platform, adding some coyote time, increasing the gravity after the apex of the jump, and dampening the y movement of the camera when jumping. Finally, without any point of reference, it's hard to know hoe much the platforms move, so in this case backgrounds or other visual indicators are very important-
An absolutely stunning game. The environment does most of the heavy lifting, but all in all it's a great experience. I also thought that ghosts were used too often, but I like the idea that ghosts can only be seen with the flashlight. The problem is that after you've been killed 2 or 3 times by unseen hazards you can get easily demoralized. I was also close to quitting early. I agree with Ricky: you have enough here to make a great game, but you need to seriously refine the mechanics. Also, the writing could be improved. With the time limitations of a game jam, I understand the way you left clues in the notes, but in the end it detracts from the experience: I skipped over the notes entirely and just focused on the important parts. Meanwhile, before I knew how everything worked, I was attentively reading the notes in search for clues.