I like the guy and the idea with the instrument (does it have a purpose?), but I couldn't do enough to actually rate the game. Keep at it!
scruffyowl
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I like the scifi setup, and the retrospective screens. To me, two turns in the story stand out: the twist at the beginning, where apparently Will's "comrades" attempt to blow him up with the ship, and the unexpected encounter with his brother. The stretches of violence aren't really my cup of tea, though.
Great job! Very atmospheric, really liked how the player gets drawn into the world immediately. Visual and sound design fit the mood, and I loved the writing. Giving the player suggestions where to go next felt good to me, I like to be told what to do to advance the story :) Not too sure about the choices - they enliven the dialog, but are there consequences? Oh, and the "quit" button opened the gallery instead.
My favorite game of this jam so far! I loved the graphics, characters, dialogue, mechanics. I had some trouble in the beginning about how this is supposed to work, but was able to figure it out. My only pain point is - I played through to the end, i.e. with the last "correct" badge the end cut scene played. But I STILL don't understand what had happened to the ghost. It was all really, really good and now I feel really, really stupid. I might have to have another go.
Fun! Really liked the presentation, the music is very fitting, too. Overall nice pacing, gameplay felt fluid. As others have noted, better player feedback would be great. I lost some time clicking back and forth when I apparently hadn't succeeded in selecting a defense at the bottom. Sometimes items stayed black, even when I had enough currency again (selecting them still worked, though). And better feedback on hitting enemies would be great. But still, fantastic job, congrats!
Great game! Loved the pacing and overall feel. Very well done! Everything has already been mentioned here, but things that occurred to me, too: the growth circles idea is great, but I didn't get what they're good for at first. The ranged sword made most of the level too easy. (I died in the boss fight though, have to try again.) Also, after picking up too many "walk speed" powerups, it became really hard to control :)
Loved this one, most addictive submission I've seen so far. The mechanics are nice, I like how you can use the player to steer the ball when it's boucing around. Had issues getting into fullscreen at all in firefox, but it worked in Edge. Nice contrast with the pixel art style and the smooth particle effects. Sound would be great, as others have mentioned :)
Thank you, glad you liked it! The parts are just spawned randomly, so you often have to wait a lot. I'd have wanted to make sure things appear for certain after some time, but didn't get to that before the deadline. Hm, not being able to "possess" another body is new to me. Do you mean, nothing compatible (a small blue creature) showed up, or you just couldn't take it over?
Thanks for the feedback! There's really a lot of stuff that is just random and can lead to mishaps like dying instantly or having to wait forever. Not enough time for tweaking and balancing... the other creatures don't do anything specific, other than potentially eating you. In an extended version, I would want to give them different behaviors, and have lots more variety.
Had a fun time solving the puzzles! It was clear enough to me that I'd have to die to remove the skull-signed elements, but realizing that "sunlight" was a deadly laser took me some time. I wonder if these interesting mechanics could be packaged into a story that makes the interaction more obvious? I mean, it fits the jam theme perfectly, but why would player death change the environment?