Lol, I just assumed from the new to dev comment.
ScrollWeaver
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Interesting Premise, but less than satisfactory execution. This seems to be in reference to the Baby in Yellow video game series.
After being chase down the stairs by the baby I could not figure out what to do next. Other than this the movement is good. The art is okay for a game jam, but not great.
The background art with the lines reminds me of.....
minecraft.
I feel that. As a solo dev I tried to spend as little time fighting my engine as possible. You also have to ask yourself what kind of game you are trying to make. With how frequent you go between levels in a roguelike the repetitive stuff become much more noticeable. To be far there are some repetive stuff in my game since it consists of delivering packages to very few areas and it is time consuming.
I found the game to be interesting as a rogue like. However, the art was a little incohesive. The Player model animation speed did not feel like it matched the player's actual speed. Around halfway into the second level I guess the monsters stopped spawning. I liked the style for the creatures and player, but it did not match the style of the backgrounds.
Also as a fellow dev the usage of the mouse is so minimal that you would have benefited more from moving the controls to the keyboard completely. Its probably just from my experience but I kept clicking on one side of the screen expecting the character to attack on that side when the player character was facing another direction. If perhaps you limited movement to the keyboard and made the actually direction changing by using the mouse then this would be a viable option other wise your moving a perfectly usable hand to some where the player can't access it.
Anyways thanks for making a Game Jam Game!
I enjoyed the game but the abruptness of the time between levels wasn't fun. The game just skips to the scrolls and then back to the game. It's more of an auto grind. Just like another game I reviewed on here this is basically just a running sim. Personally, I would like to see some of what I did at the end of each level. I didn't play long enough to see but I played till I died which was around 5 levels. If you have stuff like grenades in game maybe add point multipliers for killing multiple enemies at once.
Also give some warning to your player for enemies spawning. As i was running around enemies would spawn on top of me.
Alot of times in roguelikes like these you have points show on screen and having a 00/20 countdown instead of something like that makes it not as fun. A resource bar of some kind would be better. Enjoyed the gameplay but felt the scroll abilities could use some balancing.
Anyways, great game with good bones albeit similar to a lot of other roguelikes.
Much appreciated! I’ll take the images movement into mind next time. Perhaps a crt filter would do some good to minimize that as an issue? It’s a result of a pixelation screen effect laid over my pixel art. A crt would round the pixels a bit but would change the style a little.
Anyways, Thanks for Playing, There are actually multiple endings.
I appreciate the honesty! Could you tell me which part felt boring? I'm curious if it was a personal preference or something fundamentally lacking in the loop. I definitely feel I didn't grab the player's attention as well as I hoped due to time constraints and other work. Believe it or not, there are actually multiple endings! No hard feelings at all, your feedback helps me improve.
I See you used Unity? Stuff like the clipping is stuff you learn over time. Sorry if I was a little harsh. I judge games based off of playablity rather than scope. You got pretty good art and it looks nice.
Here is a suggestion. You could perhaps put the word No on a block like Mario bricks. Something to signify that the no is breakable.
Yeah, that was one of my worries. The game engine I used was Gdevelop. I already have experience making a bunch of different kinds of games. I also have art and music production experience. Frankly speaking I consider Jams to be a fun challenge to make a small game every now and then. I like to experiment in game production.
I kinda predicted the whole softlock thing. Next time I build a game in a style like this i'll add a button to unsoft lock yourself in the corner of the Ui.
Thanks for trying it out and actually leaving a comment!
There was no music but the game was a great example of a progression game. I did find the fact that the main gimmick of the game was just swiping your mouse to be a little unfun. Eventually no matter who you are will beat this game. I personally like at least some strategy to be involved in the main loop. Otherwise the Game is well polished and i didn't encounter any bugs that i could tell of.
We are told by you that you sneak into the backyard of a property but we don't see that in game. A quick cutscene for the introduction rather than just going into the backyard, and Perhaps A gimmick where you have to hid the mouse if the person who lives in the house looks out may be good?
EDIT. I refreshed the page after seeing the dev's reply. Music did in fact actually load. I only played once the first time because I wanted to review alot of games. The music is pretty good, Kinda spacy.
I didn't hear any music nor audio really. The art was okay but it was hard to identify what was what. I would advise using the extra space in the screen to Make a details section for each object so we can verify what they are. Perhaps a frame for the screen also so the screen is better. To be precise when you click on an object a description of it some where on the screen would be nice.
There really isn't any direct music but the sounds are great. I enjoyed the gameplay as is but wished for more. The system used in the game reminded me more of a background puzzle than what it is. However the game is too intense at once. To make gameplay more approrachable it would do good for perhaps maybe an A.I that takes over for the player for a minute. Just for a break in game to do something else within the game. And I don't mean actual A.I I just mean like a character or mechanic or something. Basically something to do besides the main loop.
Otherwise the art was nice and you made a polished and playable game.
I found the game to be good but it was confusing on how exactly to increase rage. I spent alot of time throwing objects at the referee to increase very little. I also did a run hitting the gladiators. It was... Confusing. Other than that part of it I found the game play to be funny albeit a litte tedious. Good job on the good game!
I enjoyed the art. The game play was a little subpar. Side clipping on platforms was something I did not enjoy. I like most others was unable to make it past the first level. I tried slipping through from the boxes under the platform to Jumping Maniacally to attempt a double jump and even jumping off the cats back. Design wise my eyes were drawn to the scratching post, and I felt like maybe I was supposed to jump off it after jumping from the platform. If the majority of the people who play your game don't understand how to get through its on the dev not the players.
Other than all this the game is decent. I like the premise but the game definitely needs polish. I wish I could have seen more.
The No music thing is 100% a negative but I like the art you got. The game play is decent. I feel like the green is a bit nauseous and really an overused color in card games. The special rule cards you added do make the game more interesting but with no interaction outside of the gameplay I lost interest pretty fast. Also a few different times wins and losses weren't displaying on the counter.
I think the gameplay is interesting however like the commentor before me the camera moves to the corner of the screen and it makes navigating the game impossible. I rated it one star for music as there was no actual music. I thought use of a high pitch tune to represent the intensity of the light was interesting, but it shouldn't be the only sound(aside from the end of level sound). The art is okay but very minimalistic. I don't really see how it fits the theme. It's a matter of opinion but first you have to establish rules before saying they being broken.
Otherwise, the game play is okay within the first couple levels.
Its like Fnaf that it creates its own genre of cozy farm games.
I decided to check this out because i just got done playing Grimshire on steam. I thought Stardew was okay but i didn't really like it very much. I loved Grimshire tough depsite its flaws.
Don't buy Grimshire yet though. I only enjoyed it because it was a good time waster while i was busy with schoolwork the past bit.
The pipe one visually speaking played more as a traditional pipe game than its own thing. The connecting wires puzzle kind made sense but, the pipes did not make sense in terms of tech. you would benefit more from maybe an original combination of the two. They are both supposed to be the wires, aren't they? Look at dispatch and its hacking style. it introduces a layered puzzle style. Obviously, you wouldn't have to make it as complicated as that but make it a little different to make it seem like it's getting hacked. This is more of a hardware style takeover while Neural Override infers that the game will be about using cybernetics to take over things or override them. Excellent idea though!
I also instinctively thought that the drone auto hacker would be throwable. Of course, I noticed afterwards that it was not. The game would be more fun if it was throwable. The concept is nice though. It would also be nice to be able to hack all the drones/automated robots.



