in line with video game tradition, the water levels are truly impossible. i love it, 10/10
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for a game that relies on switching characters, i don’t think discouraging the player from switching with a heavy health penalty every switch fits with the design.
in fact the timer/health meter as a whole seems unnecessary.
each character having their own music is a nice touch!
Thanks for playing and feedback! We had to focus more on making levels, so reusing art assets was easier and quicker. I personally also like the idea that all robots are the same model hardware-wise; the NPC robots just aren’t lucky enough to have installed sentience, and are thus stuck in pre-programmed loops forever.
Thanks for playing and feedback! I kinda liked the idea of pushing the player to master doing all the rooms in one go (and personally I think speedrunning through near rooms when travelling to retry later rooms feels nice), but will keep it in mind!
Sound designer here, thanks for the compliment! We decided against too frequent checkpoints since for this jam build, the goals were close and runs are short enough that rebooting doesn’t lose much progress. Thank you for playing!
If the ability activation beat is planned to be fixed and not player-configurable, could it be moved to the first beat instead of the last? Putting it on the last beat encourages players to put more notes on the last beat, which actually makes it feel more like the "first beat" in the loop, making the sequencer feel off-sync and weird.
Sorry if these have been asked before, it's a bit hard to find the relevant info in this forum.
1. What does "if prefixes are used, the text must not be dynamic" mean?
2. "Locations descriptions and object names should be a maximum of TWO words", but can I change location descriptions as the game progresses?
3. "Responses in game and in-game messages can be a maximum of SIX words", does this mean all text that isn't an object name or location description? And as in 3, can I change examine text/responses as the game progresses? For example, trying to strike a match, the first two matches fail and give different messages, and the third match lights up with a third message. And examining the matchbox between striking would have changing examine text "Two matches left." then "One last match."
4. "Game Intro and end game message(s) can be a maximum of three sentences." Sentences of 6 or 2 words? Does this also mean examine texts can't be more than one sentence, even if it's still under 6 words?
5. Can I gate some treasures behind having to find (or use) some other treasures first?
6. Is the game supposed to end on bringing all treasures to the room, or can there be one last section?
It's a nice concept! I think it would work much better if there were positive feedback sounds for pressing the right action, and if it wasn't completely silent, e.g. add a background looping sound to signify that the game is in progress. The button timing window is a bit strict too, perhaps you could be more generous and slightly longer at the beginning of a run and speed up the game as it goes along.
The game gets stuck waiting for an "UP" input but neither the joysticks, D-pad, or anything else is recognized. I had to Alt+F4 to exit the game and unplug the controller, game is working fine now with keyboard controls.
This could have worked as a puzzle game if you made the map much, much smaller. Less time wasted on traveling, and players could see where they're going. That would let them plan ahead and know which direction to drop, rather than guessing and getting stuck. It's a neat concept and I'll admit that floating over the pit when I assumed the game was following platformer conventions was a wow moment, but the level design needs much work.
Nice idea! Currently it seems the optimal strategy is to camp near the spawnpoints and spam shots toward the opponent, since they seem likelier to bounce into them than back into yourself. Using the recoil to knock yourself over the spawnpoint for an immediate second shot feels fun at first but sort of strays away from the theme. The slow, deliberate controls also seem to work against the abundance of ammo and hectic bouncing.
A suggestion I have would be to disable the spawn points while the bullet it provided is still active on screen. Maybe the new spawn location could also move to where the bullet stops, adding a layer of risk/reward for getting close to bullets. With a fast enough shoot>evade>collect>shoot cycle, maybe you could even reduce the active bullet number down to Only One (TM) and still feel like a fun back-and-forth, though dodgeball seems like quite a popular direction already in this jam.
Reached the end! Really liked it, especially after learning to chain swings after launching off to maintain high speed. I think zooming out the camera a bit, especially at high vertical parts will help a bit with planning routes and maintaining the rush. That and shortcuts being a one-way ticket back to a level with no warning were my biggest issues.
And hi Kyle! Loved the animation!
Cleared the demo! I like how it shifts from puzzle to action depending on enemy placement and level design. Got stuck once in a room exitable only by rat tunnels when the possessing timer ran out, and died in spirit form by water/chasm (I didn't notice my health dropping, and I think they should just work like barriers instead), but it went pretty smoothly.