Thanks, I appreciate the notice, I sweated and worked hard on each emoji line. XD
SaryahM
Creator of
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This was fantastic! I love that you did a VN too! The puzzles were just right, the dialogue was hilarious, and the drawings were awesome! Well done!
Me and our crew also played this on stream, we had so much fun: VOD timestamp for your game. ^_^
Cool idea, however I was completely lost for a good bit. While you do have a "what to press instructions" on the fight screen, you're missing the "how to play" part, even just a description on the game page would be good enough for a jam, as not everyone has time to make a full tutorial in-game. That said, a very unique idea, even if I couldn't get the dominoes to "domino" that right way, I just dropped them on his head! Nice idea and awesome voice acting!
I also played this on stream, in case you wanna see: VOD timestamp for your game. ^_^
Very cute! I love the humour in this game! I would love to have a shift to sprint, as the map is quite large. Also some of the screen changes are a bit jarring, but otherwise a solid foundation for an RPG!
I played this on stream, here's the VOD timestamp for your game. ^_^
Sorry, I'm a Dropbear admin, so I figured it would be fine to post in our own thread about cleaning up a spammer posting in said thread. I'll make a brand new thread new time, through, no worries.
I did already report some of those spam comments (and the comment in this thread) point in time, but there are so many, so I was seeing if there was something else I was missing that would be less time consuming. It's just frustrating to see an AI chat spammer trying to ingratiate themselves into a community they're looking to fleece. Their pitch smells just like those fake Discord profiles that message you to offer "streamer boost help" scams that are on the rise atm.
A wonderfully polished entry! I had a lot of fun digging ichor and levelling my dwarf abilities (glad I got double jump as my first buy!) The graphics and sounds were perfect and the gameplay was super engaging.
Just one thing I think, please lock the player out from buying "one buy only" items, ie. the jump/drone/pick-axe upgrades. The jump and drone upgrades I did presume was one-only, but the pick-axe I bought again as it seemed to indicate multi-upgrade from the text, however on first buy it was from 6 hits to 3, and the 2nd still still 3 (in case that was not intentional). But I'm nit-picking here, overall fantastic entry!
Simple but effective! Very nice overall aesthetic as well. Quite satisfying to get them all lined up (when I can get it to happen!) I think the only thing I would say is I'd like to also use A and D as well for control because I'm weird like that. Or allow remapping but that's like next tier post-jam non-sense. XD
Cool entry and I love your take on the theme. Love the graphics and the mouth sounds for the scanning also, adorable!
I've had a read through other comments so I won't repeat anything that's been posted before me, except to offer different solutions, but I agree with a lot of what's there. I apologise in advance for the wall of text, but I love to give detailed feedback where I think I will help and might be useful as you said you're looking at post-jam work.
To that end:
1. Scanning - I think having a text caption on mouseover for scannable objects, for player to get instant feedback of "Here's something interesting/you should scan this" (I realise the green stick kinda does this but it's very subtle) and "Oh! It is currently scanning now, look at it go!" This text could have something like "Meatball - 0% scanned" and have it update as you scan it. In the instructions, it could be interpreted as "hold left click to scan objects for two seconds", as in you only need to scan for two seconds. But looking on the board when I died, I could see it was not nearly done, so a feedback on that mechanic is nice for the player to know if it's done, especially if that first time they are unaware there is a % instead of a yes/no scan (which I initially thought it was).
2. Level size/design - Technically, as the level designer you get to decide how big you want the level to be and how quickly one should be able to finish it. On the other hand, you have to make the player feel like it's worth the distance walked, even if you're tricking them a bit. For example a big wide open space with no other decoration, obstacle or goal along the way, will make it seem empty and "pointless" to do the walking, especially here, where the player is having to reset a LOT and do that "empty walking" all over again. However, if you narrow their path a bit, throw a couple of obstacles and a steady drip feed of "things to do/complete" along the way and all of a sudden you've got a start on a good level design that players can enjoy in exactly the same size space. You can even have some checkpoint teleport points after each successful scan, help eliminate more "empty walking".
3. Player Learning and Feedback - Consider how and where you're providing opportunities for the player to both learn the game (ie. the "figure it out" bit) and put in action what they learn, and how quickly you're allowing them to do that and have a sense of progress. A good part of this is above with the level design and also the scanner feedback, but also where they check the scannable object info and the fact that they can 1. only do this when they die and 2. they can't go back and check due to "dropping in". Consider maybe a HUD that reflect the 4 entities status on a sidebar/tooltray or similar for instant feedback for the player. Especially have that % in HUD for each entity, in case mouseover text is not a viable option for you.
Thanks for reading (if you made it this far) and know I say this with all the kindness in my heart for a fellow developer I wanna see thrive. ^_^
Oh my gosh, I LOVE this take! Fun, simple, and hilarious. I had to take a couple of goes to successfully make it back to the house and I was on edge the whole time, so absolutely great difficulty balancing here. And a nice touch having the police scouting on the last strike to amp up the stakes even more! (Also I adore that you're a husband/wife team that's so awesome.)
Expedition, more like "Expose-dition"... right, right?
*hides* Ah.. that water ripple effect is part of the actual boat asset so... yup now you say that, that /would/ have been a good idea to do it that way. XD
Yeah, given more time I think we could have worked out a way to have a "gap" in obstacles just before and after the encounters, so it's not unfair, because I also got done in by hidden rocks etc. on some of the larger encounter sprites when testing. Also on twiddling dials on the initial speed and the speed ramp up values is something we could have refined a bit more with time to make it feel nicer.
I think another person I've just answered also pointed out the input issue was due to using the mouse during, and we didn't catch that in testing because we were using pure gamepad or keyboard inputs when testing (and not the mouse) so yeah that was our oversight in testing input.
Thanks for playing and your detailed feedback, we appreciate it!
Thanks for playing! Yeah, given more time I also would have loved to tried to do some animations for the encounters and the boat (other than the 2-frame "ow" sequence), but we both decided it was a bit too risky to spend time on something I've never really done before, given we were already pushing to have a completed entry. But how cool would it be to see the seals or the seagulls move about, and have water ripple animations? Maybe post-jam work? :P
Thanks for playing! Ahh, thanks for your comment about the mouse vs keyboard (I'm working through a few comments at the moment that only had minor input issues). That makes a lot of sense why we never caught that issue, we were both testing gamepad, keyboard and mobile touchscreen (and not mouse) as the inputs, as the mouse was never intended as a main control (however we /did/ let the player use one, so that's on us for not testing that method fully).
Also, thank-you for you kind words on the art! Yes it was fully created by me, during the jam. I think I spent way too long on each asset, as this was my first time making pixel art assets from scratch (I'm normally doing 3D or 2D vector), but I'm pretty happy(relieved) with how they turned out in the end. XD
Thanks so much for playing our game on stream! I think a few other people have mentioned the input issue, so I'll ask our awesome coder if there's something fixable there (our first game/game jam in Godot so expected some teething issues). For the SFX slider, that's a good point you can't hear the pop sound while you're moving it which is kind of important to set the volume, will remember that for next time. Each leg is supposed to be faster then the last after each encounter, (slower in easier levels), but yeah understand that balance might be a bit off for the difficult ramp up sometimes. Thanks again for the kind words, and I look forward to the next stream I can catch. ^_^
A great and very unique idea! Love the art, music and simple controls for the gameplay. One thing I think could make it even better is more different holes and maybe a little more frequently for the ship damage, as I would love to see a ship entirely patchworked from sharks, seagulls and Mona Lisas. Also a bucket bailing mini-game could be cool as a post-game extra thing? XD Overall excellent and very polished entry. I played your game on stream for more detailed feedback. :) Timestamped Link
Super fun! Impressive that you got an RPG done in a jam timeframe! I'm bad at type-y words, so I have more detailed feedback from when I played your game on stream here: Timestamped Link ^_^
Thanks! Yeah, the morale is another fail state (with "3-strikes and you're out"), and in my head it was going to be a more major factor, then it turned out. Mostly because people were able to figure out the correct answers way easier then I thought, so the "morale goes down on wrong item choice" part wasn't as important as "steer clear of the rocks" part. Thanks for the feedback, appreciated!
Glad you liked it! I was going to play your game on stream too, but you were gone before I got to yours. But I will be streaming again tomorrow if you're around I can play yours on stream. I prefer to play the entries when at least one of the creators are in chat for more in-depth feedback and back and forth chat. :)











