From what I was able to gather, the game is mostly a resource management sim. When launching probes or ships, they didn't really land where I wanted to and sometimes, when choosing a spot to land a probe, left clicking would do nothing. I'm not sure if this is intentional, but it made it a little difficult to harvest resources efficiently. I did really like the planetary art though and I thought the rotation was satisfying to play with.
Sean Yu
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I think there was supposed to be a way to talk to NPC's here that just didn't get implemented. NPC's were getting highlighted when looking at them from nearby, but no input I could logically think of as an interact button worked. Maybe I'm just dumb lol. As for the art style, maybe it's just not my style, but I felt that the distant pixelation of objects was a little unnecessary, especially when using an engine as powerful as unreal. I'd understand if the pixelation remained at all distances, but why for objects 10 feet away? Perhaps it was just a design choice and it didn't speak to me and that's 100% alright.
This game actually has a great concept and I think you deserve some more recognition for it. I wasn't able to get through the second level. Maybe I'm dumb? I did shoot myself and find that pressing rewind on yourself will softlock you which was pretty amusing actually. I'd like to see that feature implemented in a puzzle somehow. Also took me a little bit to figure out, but that's kind of fun in puzzle games! Finding out what you need to do is part of the fun!
This game is interesting in concept. Unfortunately, the execution wasn't super great. The game is too zoomed in to see enemies before they see and shoot you. The first bit of ammo you get is also, unfortunately, right in the line of sight of the first enemy. It's really unfortunate because this game's idea is really cool and almost totally underused in the genre.
This game is definitely interesting in concept and gave me an idea for something I might want to do in a future jam. I think the greatest flaw of this game is that you have no incentive to go fast. Going slow means you can collect every coin, kill every enemy, and take no damage. Going fast is dangerous and unrewarding. If you plan to go further with this idea, I strongly recommend adding a reward factor for speed. I think it'd spice up the game a lot!
Definitely one of my new favorites in this jam. The snake is actually so cute and the horror that prowls during the night threw me for such a loop. I'd love to see some sort of progression or resource management whereby rabbits would reproduce over time and overhunting would inevitably cause you to fail. Really great submission, I'm glad you commented on my game and brought yours to my attention. Great job man.
I only got to the wall jump, but I did enjoy it. I'm particularly fond of the remarks the scientist makes. Specifically, the one where he notes that the robot died doing what it loved. Something that I would've liked to see is bodies of past lives, maybe the last 10 or something. I think it would've added some visual story telling.
Also, am I wrong in thinking that this robot is heavily inspired by Gungeon's?
I like the concept of the game as an infinite runner. Reminds me of those finger skateboards that people (used to?) do tricks with. Luke said basically my thoughts exactly. There needs to be some inertia in the game. Objects moving fast should continue moving fast and spinning should continue even when you let go of the key, just based on momentum. I think there's a lot of opportunity for a fun game here. Keep it up!
The music definitely gave that tone of "What the heck is happening" which fits the game well haha. There definitely needs to be some camera work done though. I really couldn't tell if I was running on my head sometimes. I've not worked with 3D cameras at all unfortunately, so I don't really have any feedback to give you besides, why not just lock the players camera to their head? That way, when the bean rotates, the camera rotates with it? I don' think it was really necessary to force to camera to face the enemy. Having to look away from where you're going to look at what you're running from is part of the fun of chases and I think it's a bit of a missed opportunity. I did give you full marks for creativity though, this one is definitely out there as one of the most interesting/unique games I played during this jam.
This game feels like mostly trial and error, walking into gates until one lets you through. The game's description led me to believe that there was supposed to be a portal mechanic of sorts and I totally understand if that's just something you didn't have time to get to. Reading your description, I'm glad you took the jam as an opportunity to learn in such an abbreviated time like I did. Even if you don't win the jam, I think you can pride yourself in knowing that you learned a lot in the process. Keep up the good work!
I'm also not a big fan of horror games haha. I think it'd be cool to see an Iron Lung inspired game that followed a totally different genre. I'd be curious to see what kind of puzzles you could introduce in this format. I'd be happy to talk it out and conceptualize with you or, if you'd like to keep it to yourself so I don't steal your idea, that's fine too haha.
No worries, I got it to work. Dragging things was definitely a little wonky and being able to push things through walls was kinda funny, but it does work. I think you should be proud of what you've made! I was a *little* too impatient to get through the whole game, but my only real recommendation is to allow the player to hold items rather than dragging them around. If that was something that you wanted to get to, but couldn't due to time constraints, I totally get it and hopefully, you'll get it next time!
Maybe I'm just bad, but even dashing into orbit didn't seem to do it for me haha. That's alright though. I really liked the feeling of drifting around corners. Reminded me of the long curves you sometimes get in Mario Kart and being rewarded with an opportunity to gain a lot of speed! Perhaps the orbit could instead be coded so that if the ship is within a certain radius, the ship will just be pulled towards the planet. I haven't worked with gravity at all, but basing the planet's orbit on real life gravity might work out?
I'm not really one for platformers because I suck at them :p
Regardless, there are some things I think you did well. The bunny's walk animation seems fit their movement speed. Cohesion between animation and action is something I can always appreciate, although it was a little silly that when you jumped, he would try running in the air haha. The cutscenes certainly threw me for a loop in a good way. I just wasn't expecting to see a clear pixel art platformer after watching a static filled vhs recording. The spike death cutscene was the most amusing to me. Lastly, I kind of appreciate that each level gives you barely enough time to complete them. It emphasizes the need to improve after each death and, while it might not feel good to fail repeatedly, that's what Souls-Likes and Roguelikes do to people all the time. By extension, I think it allows the player to feel like they've accomplished something in a way.
Most of the critiques I have for this game are just for artstyle. I'm not sure if you made the art yourself or if you used a premade asset pack, but as HUTTOF said below, the art throughout the game is very inconsistent. Pixel sizes vary and some things are outlined in black while others aren't. The spikes especially look out of place since their pixel size is like, triple or quadruple that of everything else.
Last thing, not a critique, but a potential fix. It's something I've been seeing a lot in these jams where the character, when not moving, will revert to looking in a certain direction. Something that worked for me was creating a variable that keeps track of which direction they're looking in and to only update that variable when an input is detected. Hope that helps!
At some point, I wanted each level to carry its own set of characters who had their own wants/needs for what the settings were, but I realized I was overscoping quite a bit. If I were to expand on this game more, I'd definitely make each character unique since you can only have so much fun seeing the same snail and campfire every time. It'd also give the end credits more company!
Seeing the intro sequence work actually got me through the first couple of days because I loved it so much haha. I definitely agree that the ramp up needed to be abbreviated, but something to keep in mind is that I've never made a puzzle in my life lol. Much of this game's design revolves around me figuring things out for the very first time and, if I were to do it again, I'd do things veeeery differently. I'm glad people are responding well to the idea itself though, I just wish I could've done it justice haha.
Honestly got a big laugh out of me when the main character said they wouldn't be able to depict the aliens even if they had 4 days to do it. Something I would recommend is that, since you're using Godot, it looks like the car uses move_and_collide() and that causes you to get stuck on walls pretty often. It makes me wonder what move_and_slide() would look like and if using that instead would just be overpowered, being that you could just drive against the wall while turning. Definitely an amusing driving game. Keep it up with the humor, I love a game that can make fun of itself.
Just as you said, there's not a whole lot here at the moment, but that leaves a lot of room for additions and expansion. Like TheFriendlyEnemy said, it would've been nice to know that you interact with things via left click. Additionally, the walls to the left of the doors in the first house lack collision which was a little funny. I noticed that for the first character, their sprite rotation would default to facing upwards. A way that you can fix this is by creating a variable that keeps track of which direction the character is facing and to only update that variable when an input is detected. There's probably a better way, but that's how I do it in my game. It's certainly a shame that you didn't get time to expand on the game more, but you can be proud knowing that what you have is at least playable!