Thank you!!!It was so nice to hear this!
I'm not too sure how you were able to find this, but I'm glad that you enjoyed it.
Selrev
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I think in terms of pure gameplay this one was one of my favorite games this jam!
I actually think that even though the game looks like a Fire Emblem style game, it actually ends up being more like a puzzle game to me (due to the enemies dying in one hit). I found myself trying my best to optimize my abilities to get the most actions done in one turn. I think it is a good decision to allow such an open ability system where you can do so much in one turn.
I found all of the abilities to be useful in their own way, and was able to use them to get just a little bit more of an advantage each turn.
I think one thing that would be a simple but very effective motivator for me would be if there was some kind of "par time". I found myself performing a lot of optimizations, but would end up winning with plenty of time left. I think that leaving a good amount of tolerance is the right decision btw. However, a par time would allow people who like optimizing things something really fun to go for.
Wow, this game wasn't at all what I thought it would be. As background context, I'm not a big fan of farming games or cozy games. It just isn't really my type of genre, so I held off on playing this game for quite a while because of it.
I won't go too much into critiques because I see almost everyone here already said them (enemy variety, grindiness, crashes). Most of them can be chalked up to "game jam time pressure". And I understand. So I'll focus a bit on concept and potential.
I'll start by saying... as someone who hates the farming game genre, this game actually got me more hooked then almost any farming game I've played.
In a way... I feel like this game almost feels like a subversion of the genre. Or a deconstruction of it. Maybe I'm reading too much into it. But the twist caught me completely off guard and I suddenly found myself way more engaged then I thought I would be. If anything this game shows just how important story is at changing motivations in a game.
Anyways, I think this may be just me but I actually found that the game changed from a Cozy game to actually quite a stressful game. But in a good way (for me). As in... I was really engaged. I was taking more risks trying to get every scrap of material and seed I could in order to make sure I could afford the modules every day. I was thinking about how to optimize my planting, and I was making tough decisions between buying upgrades and buying CC modules.
I do not know your design intentions, but I feel like I would enjoy a game that doubled down on this aspect of the game, as it really is kind of heartbreaking to see CC slowly degrade, and I think that emotional drive can be a powerful motivator. As you start to work tirelessly to prolong what could potentially be an inevitable end, I could imagine a lot of cool moments and great storytelling potential here.
You could work tirelessly to spend every last second trying to extend CC's life as long as possible, but in turn be barely able to see her? Or you could take it a bit more slowly and spend some moments just enjoying the time they have left?
You could make small interactions where things become harder and harder for CC, and maintenance tasks become more complicated and more demanding over time.
There is a lot of potential for some really powerful moments here! I think... if you guys decide to continue onward, I think the key to focus on (besides the other things people mentioned), would be presentation. There are some cool tricks you guys do (like muting the music for one chapter, and giving CC little animations) but more is always better. The writing and the concepts are already there, it's just up to presentation to give the story justice!
Good luck, this game is definitely one of the coolest ones this jam. I think it's really funny thought how both this game and my game have a somewhat similar base premise but the story is almost... reversed.
Somehow everything in this game meshes together in a way that really fits. This game is so dumb in the absolute best way possible.
The art, sound effects and even the open admission that things were cut due to time meld together in a way that actually makes things even funnier. Some of the faces here were too funny (Richard pointing at you while doing squats).
I actually feel like you could make a full game like this, with this randomness, humor, and dumb amazing scenarios and it'll fit. It also has weirdly good production values for what is there, with the title cards and the textboxes.
I think the key to why it worked was just the sheer unpredictability and randomness of how you solved problems and how the plot moved forward. I wish you had more time!
This game is actually incredibly polished. There are a lot of little animations that add a lot to the sense of production value, such as the results text after every stage, or the little animations when selecting love or hate after every stage, not to mention the animated intro and exit cutscenes too!
The sound effects are also on point as well and integrated quite well.
The gameplay itself is a great idea and watching all my otomos and grems fly around into the enemies was fun to watch (it helps that grems are very cute). It was easy to pick up and satisfying to play. For a game jam, giving off a cool vibe and a unique idea is good enough. And I could see this being a flash game being played back in the day.
If I were to pick out some points. I think the biggest thing that could be improved is mid-game actions. I found that I was able to get the best results by using the middle click buttons to send all of my grems/otomos charging at once. The fact they were all moving quickly meant that they had a high likelihood of running into an otomo or grem and dealing at least some damage. I don't know if this is definitely the best strategy, but it worked well enough for me to be able to run through the game without really needing to worry too much about my unit composition.
The game provides options to send just one unity charging at a time. However, due to the chaos going on, I found that I rarely needed to use the feature as it was just easier and more time efficient to just send my entire army charging at whatever I needed to charge at.
As other people mentioned, I think playing as Grems is a bit harder then Otomos. This is mainly due to the Otomo types being able to take out or damage large groups of Grems at once. However, I was still able to beat both campaigns using middle click spam.
Regardless, I think balance is one of the hardest things to do, and often something that can be very difficult to judge without playtesting. I also am not sure if my strategy is indeed the best strategy, but it was one that worked well for me. I think this is a very polished and complete feeling product, and most importantly I had fun playing it.
This game made my brain explode. (at first)
But once I got a hang of it, I found it to be a very unique idea!
This game really tests skillsets I don't think get tested very much in games. It seems to be a game about processing large amounts of information quickly, working off of incomplete data (future grems), and occasionally making snap judgement calls based on probabilities. The only game I can think of that is like this is a stock market game called "Space Warlord Organ Trading Simulator", but I imagine there must be other stock market like games that are also about rapid information processing..
I find the powerups in particular to be interesting, as they really don't directly make you any more points, but instead just process the information a bit more in order to help you make better decisions. I find that entire premise as a powerup to be a very cool idea. I can't really think of another game of this style with powerups like this, so it's actually a very novel idea.
I think the main things I would comment on as a potential critique is that I think the learning curve is quite steep. It's actually not as complicated as it seems at first glance, but it took me quite a few playthroughs to get a sense of how score is actually calculated. Until then, even with the manual, scores felt very arbitrary and sometimes random. The tutorial does help, but immediately after the tutorial I didn't quite get what was happening.
The large volume of information you need to process/memorize is very overwhelming at first and may turn off some people. However, since processing relatively large amounts of information is the point of the game, you cannot really simplify the core design too much without sacrificing the appeal of the game IMO.
This is really a scope thing, but if I were to recommend ways to expand upon the idea in a larger game, starting off with simple matches with maybe only 1 trait, or a smaller pool of traits, and then scaling up to the full game would be a good way to get players to grapple with the game mechanics before the game becomes more and more complex.
Another critique is that I also think that there are too many situations I end up in where I end up with no possible good matches.. I don't know if the game already does this, but if the game generated with a pool of grems that always has a potential series of good or perfect matchups, I think it would make the game a lot deeper, as you would need to also try to predict what traits the new grems may have. It will also make any bad matchups left over feel more like the player's fault.
At the moment, there are too many times where I only have bad matchups left and felt unlucky.
Anyways, I think the idea brings something very fresh to the table. It was a good game for me to crunch my brain a little bit to try to figure out and form some strategies around. If you have any strategies in this game I'm actually quite curious as I want to compare strategies
Oh and the profile descriptions are really funny. The one where he just says "I lie everday" made me lol for real.
I feel like this is the type of game to hide a bunch of secrets. I am not certain yet whether I found them all yet, but judging from your previous projects. I have a hunch there are probably a lot of things tucked in real nicely in this project.
When I stumbled across a hidden dev log I was like... WOAH, and then spent the next few minutes trying random things to find other secrets. Unfortunately I don't think I found too much.
I know there is a cracked wall in the first room of the library when you use Panther eyes, but I could not find out how to get past the cracked wall.
Anyways, I find this genre of "use items in unique ways to find things in the world" games to be quite interesting. The panther and stop watch item have a lot of puzzle creation potential as they are just cool concepts for abilities. I just wish I could find more things. For instance, I found the secret blue enemy that was actually the voice behind the tablet, but don't know if there is something you can do with him.
Beyond that, the presentation in the intro was interesting. I think my main thing is that I just wish the plots in the books were a little bit more integrated with whatever my personal character's motivations/story is. They seem like very separate stories without too much connection.
I also wish there were more things hidden through the God Eyes and Stopwatch item as I found them to be really interesting ideas as a gameplay mechanic. The chicken puzzle also was a moment where I felt clever when I figured out the puzzle.
I noticed the thumbnail was updated and I decided to give the game another shot!
You guys really added a lot of meaningful updates this time around! I found the navigation a lot more clear, and I could get my way back to the start more easily. It was also interesting seeing the new level elements such as the dark cave, which helps make the journey feel longer and more eventful.
I think the coolest thing about the game though is the BGM integration, with the new layers that get added with each new screen. This was in the old version, but I think you've added a lot more this time around. The different layers blend together well, and when mixed with the location and time of day changes makes for an atmospheric journey coming back. It comes together quite nicely! I think I'll take some inspiration from how this game handles things in my own future projects. It makes me wonder what a larger project with this kind of bgm integration would look like.
The only thing from my last comment that I think stays is that I still think doing double jumps from a slope is a bit awkward, but there are fewer jumps needed off of slopes now then there was before.
This is a really cool puzzle game and very innovative! It's an actually novel idea, and I ended up having a lot of fun with it trying to figure out ways to navigate around the data.
I ended up having to build a lot of strategies around just a few key cross-gen relationships that I was aware of so I could jump between ID, JP, Regloss and EN. Then there were a few particularly tricky members that did not have relationships with the rest of their gen so you had to specifically plan around it!
It was a very tough puzzle game, but it was one that had me pulling around wikis and pouring over documents in order to guess the database.
There were a few things that surprised me though. For instance, I am a Zeta fan and I thought for sure that Zeta x Ririka would be a link, (Ririka is practically Zeta's mom) but I guess it wasn't there in this database. Or maybe there just isn't a lot of fanart around it.
Anyways, the strategy guide for me is as follows:
1. Generally any members within the same gen are usually relatively connected. There are a few exceptions in the very newest gens (FLOWGLOW) but you can usually hop between members of a gen relatively freely. Therefore as soon as you reach a gen, you should think about which member in the generation can be used as a way to hop "out" into a different generation.
2. There are relatively few links between JP/Regloss and EN/ID so you should have 1 or 2 links in mind for how you will eventually switch branches. Regloss in particular is very difficult due to them being newer so I built my entire strategy around knowing how I can enter and exit regloss.
3. Gens are generally relatively connected with the generation immediately after them, so there are a lot of options to choose from. Once you get into a branch, you can usually just go down the same branch.
4. Mel stands out in particular for being exceptionally difficult in collabs. The only ones I found at all were Mel x Haachama, and Mel x Choco.
Roboco is also quite difficult mainly due to lacking connections with most of her own generation.
For me, my strategy went:
- I first try to reach EN or ID. They are quite internally interconnected and it is comparatively easy to full clear them. I used Biboo -> Kaela as a bridge between the two gens. However, there are other options.
If I ended on EN, I used Cecilia to jump to Sora. If I ended up ID, I used Ollie to jump to Haachama. Generally it is easier to end with ID and go to Haachama
Roboco/Mel in particular is a difficult area. But you can get through these difficult ones by going Haachama -> Mel -> Choco -> Aki -> Roboco -> Sora/Luna/Matsuri. This clears out 2 of the hardest members to find relationships at once.
From this point on, I just go down the gens, 2->3->gamers->4->5->6. I then use Lui to jump directly to Niko, clear out FLOWGLOW and use Su to jump to Hajime.
It was actually really fun to fill out this puzzle! What a cool idea. The only nitpick I think is that the window where you select members is a little too small.
I really like the premise of the game! The idea of an immortal Kronii reflecting on the past when everyone else has left is a very existential premise.
The music also is consistently very excellent with each track being very different from the others and being a cool take on the remixes. I would like to hear some of these remixes on Youtube or somewhere like that if possible!
I do think that the game does spread itself a little bit thin, as each of the minigames do not share mechanics with each other. I think that having Kronii as a thematic mechanic is a cool idea that ties the minigames together. However, I think that having a game consisting of minigames is a bit difficult in a game jam, as the split attention means that you have less time to tune, polish and test each game individually. One of the genres you chose is also an FPS, which can take a pretty big time investment. There are also quite a lot of things going on with the fishing game, so the minigames are not really very "mini" to begin with.
There are a few bugs/Design feedback bits I can report:
1. On my screen, when playing the gameplay segments with Sana and Fauna, the gameplay was constrained to a small window on the top right of the screen. I believe this is a scaling issues with canvases being inconsistent.
2. These was a bar with the words "test" on the screen when playing the Mumei video game.
3. For the Mumei game, due to ammo being in short supply, I found myself running around most enemies. That could be an intentional game decision as the enemies are fairly easy to run around, and Kronii's time stop could come in handy.
I think that there are some good conversations the game. Such as those involving the other members delaying things just a bit so Kronii could spend time with them a little longer. The main thing I would improve if I had more time would be presentation of these plot elements, as some of them just happen in the middle or in between gameplay with relatively little fanfare considering the importance of the conversation. Presentation (audio or visual) improvements can help these story beats hit a lot harder, as I think there is a good core message in there.
I feel like this is a very ambitious project, maybe a little bit high in scope. But I see the potential in the idea and premise. Combining or making some minigames share more mechanics could be a worth trade off in favor of adding more touches to the story. Or alternatively, focusing on just one member, would allow you to add in more presentation improvements to really make things shine.
Woah this is quite an impressive entry for a Holojam game! Getting such a fluid movement model done in just 2 weeks is quite something!
One thing I would like to say is that the combat and mechanics were to the extent that I ended up sinking quite a few tries into this entry to get better. I still never beat the final boss though... despite many many attempts. But I was able to see tangible improvements throughout my playthroughs. Like actual tangible. satisfying, skill level increases, which for a game jam game is quite something.
I'm not the biggest Ace Combat player (I just played AC4 on PS2 back in the day) so I am not the best to judge this. But I talked a bit with a friend of mine who was an Ace combat player and got his opinions.
1. First of all, I enjoy the fact that you've taken the story premise seriously. I think that honestly, IMO Ace combat games and Ace combat-likes are ultimately very story driven. You play because you want to find out what happened, and the short little premise at the start helps express that quite a bit.
One change that I would recommend is to sprinkle more story snippets throughout the game. At the end, before you fight Shiori, you have quite a long (and honestly very interesting) sequence of dialogue. However, my friend thought the game was just an endless survival game before that point. The story actually is an incredible motivator and I think that having it sprinkled throughout can help players stay engaged and see what can come up next.
2. I think the difficulty is a tad too hard for what the game is trying to achieve. This sort of is a good rule of thumb for game jam games, but because there are so many games to play, having things on a bit of the easier scale is good for players. (For instance, I've neglected a lot of other games since I spent so much time playing this one). But also, I think that having things too difficult can actually hurt the story telling aspect, since players may end up feeling frustrated when the intended emotion was something else.
- This could potentially also be solved with checkpoints. For instance, if the lore reason that Shiori was so difficult (for me at least) is that you want to convey Shiori's skill/power, putting a checkpoint before Shiori can help still convey that point while also being less frustrating. At the moment, the difficulty can add some frustration which can interfere with the overall presentaiton parts of the game.
3. Controlling the plane with the mouse was a bit awkward. Controller support is difficult, and I understand if you did not have time to support it. However, having an option for keyboard controls can help a lot, as it would allow me to continuously turn in a certain direction without needing to reset the mouse.
Anyways, I really liked the game. One of the standouts IMO, and I want to learn more about this cool setting, where Hololive members are controlling high tech military equipment.
I think that games in more niche genres like this tend to suffer a bit in game jam ratings, as niche games don't hit with everyone. But regardless of how the game does in terms of ending rating, I think you've made something very cool and with a lot of promise for the time you have.
Mumei always has the coolest games. I really liked how the backgrounds and music changes. It gives off the sense of a journey happening. I also liked the events (trees falling/breaking) as it kept me wondering what would happen next and looking forward to exploring.
Since the game is in progress, I'll try to do some bug reports/feedback to hopefully help a little bit.
Main design feedback is that After getting the double jump, I immediately started walking left until I reached the place where I initially dropped down into the underground city. There was a platform that looked JUST out of reach from the double jump and I tried a lot to get there.
It wasn't until I went back and jumped around at random that I discovered that you were supposed to jump up from the roof of the structure to find more platforms. Something like an arrow prop or a strategically placed wall/platform can help people find the intended path a little easier.
Double jumping also appears to be somewhat consistent on sloped platforms which made some of the underground city sections a bit difficult.
There are also some issues you maybe already know about:
- In the room where you get a double jump, the yellow trigger hitbox is visible
- In the room where you get the double jump, if you jump before picking up the letter you can fly into the air.
- There are some scenes which have the temporary Mumei dialog sprite still (the scene where the stalactite falls and makes a hole).
I like the story that you have! It really makes me wonder when the game takes place and how long it has been since Mumei was in Hololive.
Hi Cloudlime!
Going to do a bit of bugreporting to helpfully help with fixing things during the grace period.
Here is what I found so far:
1. Opening the Kanade Crane with all of the angry faces causes the game to lag significantly
2. Exiting the game will cause the game to overlap the arcade music multiple times.
3. I noticed that returning to the arcade would create duplicate versions of myself from past attempts (the ghost of the past are haunting me nooooooo!)
I checked the JS console to see if I could find any error messages but nothing popped up.
Good luck! Congrats on getting the solo project through with everything else you have been doing!
Great production value on this game! I think things like having an attractive title card and an intro cutscene actually go very far in terms of making the game feel polished. I was certainly impressed when I first started.
I think Biboo's hitbox is quite big. I found it very difficult to dodge things and instead relied mostly on hoping to hear as much as possible from the tea and coffee drops. Fortunately that seemed to work out as I was able to beat the game by taking and healing a lot. However, it does mean detract a bit from the game design when you can heal your way through fights. I tried pretty hard but always seemed to get hit by the bosses's attacks. But the relatively plentiful health drops meant i was able to make it through anyways.
I don't think I was quite a fan of the healing items changing your movement, as they made Biboo a bit too uncontrollable for me, which made it even harder to dodge attacks.
I tried both weapons. The heavy attack seems to be a clear favorite against smaller enemies, being able to take out groups with just one burst. But the light attack's range and safety made it better against the boss. I did get pretty tired of mashing the attack button at the end though. I think I would have personally preferred 2 attack buttons or swapping weapons so you could hold to fire rapidly but it worked well enough for me at the end.
I think as far as being a Fanwork goes, this game really meets the "fan" requirement. After playing the game I went and watched the KINGWORLD music video. It really is quite impressive how much in that music video is captured in this game. The enemies, the backgrounds, music, color scheme and boss, are all taken right from the music video. Even the UI seems inspired by it. The devotion of the team to FBK is really quite evident.
As far as feedback goes. Everybody has mentioned the camera, and I agree. It really is the crux of a lot of issues though. For instance, I also rarely used the dash attack due to not knowing where I would run into. The close camera also causes a lot of blind jumps or unavoidable damage.
Still, the improvement from pre-patch to post-patch is still quite noticeable. In pre-patch I literally almost never fought enemies and would just run past them since they took so long to kill. I would just try to find the nearest Sukonbu to heal. Now, I still run past enemies quite often, but occaisionally would stop and clear some out in order to make a path. The balance between Sword and gun is also way better post patch and i find myself switching between them.
I still think that the enemies are still a bit too tanky for their own good and are often in places that are difficult to attack without taking at least a little damage. The Sukonbu being full heals make this so much more doable.
The Sukonbu bonuses are a bit hard to perceive though. I don't know quite how much they improve things by but I didn't quite feel it in my playthough. Maybe a number saying how much the stat is improved by can help.
I actually quite liked the final boss. The trick is to just memorize the timing. Your eally cannot react to the boss, but memorizing the timing of the attacks makes things much more doable. I also think that completing as much as you did, with 2 levels a tutorial and a final boss is something to be proud of. It delivers a cohesive package and feels complete.
Quite a vibey game. The art is well integrated. And the music goes very well with flying around (It also goes great with looking up Cecilia's skirt for 80% of the game!)
I think as far as design feedback goes. I wasn't quite sure if this was a bug, but the Red Cecilia seems to be overpowered, as she has 7000+ energy while the others have way less. The numbers seem so random that I am convinced there must be an inside joke going on that is floating over my head.
Anyways, I ended up flying as Red Cecilia most of the time. While the color match bonuses are nice, the convenience of Red Cecilia's huge energy stockpile made it so I preferred to just stay with one color and collect everything.
I also think that the game is maybe a bit too long. Rounding up 300 collectibles can get a bit tedius after a bit, especially when there are only a few remaining. I think a slightly shorter game can help incentivize things like going for high scores or top times.
Nice an simple little game!
I think that sometimes, with a simpler game. It's just nice to set your scope well and make sure you meet that criteria. I really can't give too much feedback on the game since just about everything that the game presents is done qutie solidly.
One props I will give is that the cute cover art of the Chattini is quite attractive. Among the tons of other games I saw, this was one of the first ones I played because the Chattini was cute.
I think the main feedback is just a hold to fire option instead of spamming the attack button. I also couldn't quite tell how much health I had.
I feel any other feedback I may have is more along the lines of wishing for more content rather then feedback.
Hi Rusu!
How ya doing!
Pretty cool game you got here! I think it is one of the most mechanically coherant games I played so far. Every mechanic fits well and is tuned to work with the levels. The level design teaches players mechanics well and forces players to use each mechanic properly.
I will say though that I did get stuck since I didn't realize you were supposed to kill all the enemies in the indoor section. So something giving feedback on that can be helpful.
I am also.... very .... very bad at this game. And I can't seem to tell why. As you know, other people were able to quickly pick this up and make a lot of the mechanics given. I can see the potential of all the mechanics but can't seem to wrap my hand around it.
I THINK that one thing that messes me up are the enemy attack patterns. I cannot be quite sure but I think there is some random offset that the enemies will miss by. This actually messes me up a bit since I sometimes get hit by stray bullets. And sometimes tactics I try work, and other times it doesn't. If that is the case, I think it may be better to reduce difficulty in a predictable way such as making enemies be more accurate but fire slower, or increasing the punch hitbox. I think for a skill focused game like this, making sure everything is as consistent and predictable as possible is important. If I am wrong then maybe there is a conveyance issue instead where I just could not figure out the attack pattern of the enemies.
Otherwise, I think this is a great game concept. It's what I think is fairly ideal as far as a Holomem game goes, as this game showcases Gigi doing her abilities best, doing something particular to her. And the tightness of this game concept is something to be proud of.
This game was way better then I thought it would be.
I haven't played all the games yet. But I actually think mechanically this game is one of the best interpretations of the Corruption concept so far. It actually feels very much integrated to the gameplay rather then being a visual or storytelling element.
I actually liked how you don't explicitely explain what the effects of corruption are, as figuring them out and having an Aha moment that I really enjoy from puzzle games. It was surprisingly solid in terms of design. I read some other people talk about getting stuck or cheesing puzzles, but I didn't encounter anything like that in my playthrough.
Of course, the main thing for feedback would be the presentation aspect of the game. But I think you know about that already. I think for future jams, finding a team that can focus on art or presentation can help a lot. You seem to have the design aspect of the game down, and getting others to help you can free you up a bit more to focus more on level design.
I could see there being more complicated puzzles later on that showcase the corruption effects more.
Life is Roblox!
I am not too familiar with the Roblox Tycoon source material. So feedback is not going to factor that in. This game does remind me a lot of Factorio though, with the belts. I think a little factorio like game is actually a great concept for a Holojam game. And it certainly is original.
I thought the art was very cute. I especially liked the little grems in the boxes.
You have quite a lot of mechanics, but they maybe aren't quite used as much as they could be. I recognize that the game jam probably added a lot of constraints. But I think a few additional tweaks can help showcase the mechanics you already have. For instance, there are a lot of different conveyor belt patterns, and the option to add extra shoeboxes, but I don't think there is anything preventing you from just going with the simplest design with just one long conveyor belt full of blue beams.
Something to incentivize a bit more planning can help showcase the mechanics you already have implemented. Things such as "rocks" or "walls" you cannot remove, a few prebuilt items you need to use, a more limited build space, or maybe even grems being "full" after a period of time are all ideas. But a lot of things can work.
I also wan't quite sure what exactly the blue beams and red beams do. The blue beams quickly allowed me to get so much money I lagged the game out. (But I won't lie... seeing a slow march of gigantic, burnt, marshemellows was something that gave me a laugh I hadn't had in a long time.). So just a line of text explaining their effects can help a lot.
Finally, I enjoyed the references to other members. But I think there is a lot of potential to integrate them into the game a bit more. Things such as making the corruption member's items have special properties (I could not tell if they did). Since at the moment, there isn't really much thought needed to deciding where you want to put the members. Although maybe the joke of Gigi Corrupting people with Roblox alone may be worth it.
It's good to see someone make a game like this for a gamejam though! Good work.
A nice little project, and the art is really lovely!
However, I for the life of me could not figure out how to consistently get home runs. I could get hits, but trying different timings and positioning did not seem to change the result. I got lucky maybe once or twice but that was about it.
I think adding a tutorial or a bit of feedback after a swing can help the player get better at hitting things consistently. Something like a "too early!" or "too late!" message can be very helpful with keeping players engaged! I also think you guys have some great art. It would be cool if some of the art was featured more in the game.
I think the scope is well thought out for a game jam, with some potential avenues for future development (such as more batters).
But I don't really know what it has to do with corruption.
There are actually a few hidden cheat codes in the game. I think you may have inputted the unlock gravity cheat code button combination. I thought it was well hidden enough to not be run into. But it is Jump + Interaction + up + Ability at the same time to unlock invert gravity.
As for the both ability bug? Not sure what could have caused that. May have been related to activating the cheat code in a weird spot.
Regardless, you can also reset a room using the Pause menu if you get stuck.
I understand... my game also suffers from a lack of text to explain things.
I find that in my experience, text that is forced upon the player tends to be skipped. I while back I worked on a game before where there was a text box that says "do X", a playtester skipped it, and then immediately asked me "I want to do X, but I can't figure out how to do it".
But when there is text that players can open at anytime, or players seek out, I think they're much more willing to read it since they reached it voluntarily. So maybe the tablet could be a way to show info?
I can tell you worked a lot on the sprites though, the production value of the UI elements and presentation shows.
Quite ambitious! There is really a surprising variety of environments in this game, with a lot of 3d environments that actually feel quite different from each other. You do end up navigating each level a bit differently and they indeed feel like very different locations.
I know that with Game Jam constraints balance is pretty tough to maintain, but I do think that more enemy variety and balancing can help a lot. Since there are only melee enemies, ranged skills are very powerful. With a few upgrades I did not end up using my melee attack much. You can also defeat a lot of enemies outside of their aggro range, maybe making them aggro onto you if you hit them would quickly make the levels more challenging.
I think there is a lot of demand for a 3d hololive adventure game.
I think... I ran into a bug? Suddenly my resources started shooting up like crazy. Not sure how I triggered it.
Anyways! I think just a little bit of time for someone to get used to the UI before the timer starts counting down could be useful as it did take me a while to figure out that you could switch between characters and give them unique weapons.
I also kind of wished that the weapons had more unique requirements, as you don't really have to alter your strategy very much to max out each weapon (assuming you don't run into the infinite resource bug)
Congrats on finishing your first Godot project!
It's hard to finish a game in only a few days but you did it! The premise of the game reminded me a lot of chaos theory.
The game did get a bit predictable though, as I was able to find a pretty consistent position to click on the screen so that the balls would always fall into the leftmost target. I think a few things that can make the pattern of the balls more chaotic can help with the premise of unpredictable events. Things like moving bumpers, bouncier balls, spinning elements, etc.
The art style is very consistent and the writing does help carry the game through. The presentation as a whole is great with the enemy types, fonts, and UI being very coherent in presentation.
I think the game could use a few more numbers for displaying things like HP and stats. I would sometimes get a stat increase on a character and not be too sure what it means. There is also an issue where if you hover over an item the textbox explaining what the item does goes off the screen.
I really wanted to understand how this game works since it FEELS like it could be a very unique puzzle game. And unique puzzle ideas are kind of hard to come by. But I really had a hard time figuring out the mechanics of the game.
I think just a few more hints somewhere could help a lot and help me engage with the mechanics.
On the other hand, the presentation of the game is really well done. The little intro dialogue, the sprites, and even the itch page itself added a lot of production value to the game which added a lot of "weight" to the puzzles.
The tablet you can interact with is cool, but I wished it provided a bit more explanation regarding how the game worked. I feel like there is a lot of opportunity to even give tutorials or hints in a way that still feels mysterious and fit with the vibe you have going on. It would be satisfying to figure out as well!
Well done! It takes a simple looking concept and iterates on it surprisingly meaningfully. I enjoyed seeing new mechanics/obstacles pop in that kept things fresh as the game progressed. And the difficulty progressed naturally as these mechanics started to overlap with each other. There was quite a good variety of challenges with the tools and obstacles that were given and they felt very explored. It feels like a complete package that uses everything that it presents well.
Now, I also got confused a bit in the tutorial with the double jumps. But everyone else already mentioned that.
I didn't even know there was a secret level until I looked down into these comments so that's actually really cool.







