Very enjoyable game. Could see a wide breadth of spaces to expand!
Sirlegna
Creator of
Recent community posts
I am struggling to figure out how Galv's code and mine all behave together. I am curious what about Galv_CamControMZ plugin has you interested in it, maybe I could make a compatible feature set with my own code base. If that was done then you could just use my code without Galv_CamControl.
Either way, I shall continue to investigate this problem. I have some leads but cannot get perfect behavior
I would love to hear your thoughts on expanding it, as we are curious where to take it. Yeah, that bug sucked. Luckily, a patch is ready and waiting for the review period to be done. I feel like you might be the first commenter who seems to have played it as expected, so it's pretty cool to hear your perspective, as that experience was what we were aiming for.
Reviewed on Stream [Sorry for technical difficulties at the start] : https://www.youtube.com/live/qmE3TfBP5F0?t=6922s
Reviewed on Stream: https://www.youtube.com/live/qmE3TfBP5F0?t=847s
I am very sorry you experienced that. Yes, there is a major bug that slipped into the GMTK submission. We have a fixed release prepared for Friday afternoon; however, it cannot be sooner. The current workaround is to not press 3 or more keys at the same time. If you are rating the GMTK submission, we apologize for the experience. If you aren't, I would highly advise coming back this weekend to play without the bug.
I will lead off by saying that I am not well-versed in the Visual Novel Genre, so if something I comment on is expected in the game jam or genre, please ignore it fully.
- I am very happy that there was an auto button, as it allowed me to explore the story while experimenting with keys and other controls on my computer to figure out how to progress the story. The limitation of a thousand words is tight, but "click to start" would have been a nice sacrifice.
- I recommend choosing the volume to be at 60% the max initially, as screaming music can be a quick turn off to the user. You rather the player increase the audio instead of panically try to figure out how to lower it. Because some might not take the time and instead just close the application which is loud.
- The storyline is amazing, a very unique take on the idea of the afterlife. I could see it being expanded in many different ways, such as a twist on who these ships are for (enemy, evil, known battles of the past), the player encountering past buddies, or even new toil members who might inform him with updates.
- The typewriter and other graphics are incredible on theme. Bring the game together and keep with the vibe.
- It seemed to me in my gameplay that the main music doesn't loop, which could have been a design choice, but really made the effect of giving up and just accepting the new position far more intense. Like a loss of will to live or to enjoy living.
- Overall, through not my genre of choice. I could see where this game could be expanded and be a unique preview into themes I don't hear about often in this genre. So, potentially an untapped market which might even bring in people such as myself who wouldn't normally play this genre.
Running Thoughts:
- Very nice platformer game
- I would recommend playing with the opposite hand to play test to ensure the gameplay is, since as the developer, things might seem easy for you, but could be far too challenging to the player.
- I recommend reset points, basically, when you fall, you should make it easier for the player to accidentally fall onto higher platforms than the beginning. This gives a nicer feel, and the player thinks they one-up the developer when in reality, you knew it all along.
Overall, it is pretty nice. The audio could be balanced a bit, but that takes time, so I can understand not having time for that in a game jam. Also, the background can be hard to visually process.
Running Thoughts:
- Congratulations on finishing your game and gaining experience. Please don't take my comments as bad things; I love seeing developers grow!
- One area to begin looking into is how to create option menus, which can be a big component of people playing, even with just the basics, such as sound control
- It seems alt-tabbing out of the window build can have an issue when choosing the upgrade menu
- Another thing that would be a way to adjust the difficulty of the game would be rotating enemies via their spawn points being orbit points around the tower, then have the tower pivot node always look at the player. I would ensure that one spawn point is on the opposite side of the player, always, so that the player has to move around the tower.
Overall, a nice proof of concept. I could see this being expanded to one of those "vampire survivor" games where enemies just spawn like crazy around your tower, and your job is to defend it. Something, maybe like a last stand. It would be cool to see it be expanded upon if you so choose.
Very interesting game. I like the concept! I couldn't tell if the audio buttons were working as well as the lack of instructions didn't help my understanding. However, after experimenting, I started to understand the concept of the game. I could see it as an interesting puzzle game if given some mechanic to indicate if you are on the correct path or not the the stairs. I am thinking something like Minesweeper.
The S-curve on the level with all the spikes was too much for my lack of platforming skills. But overall very good game. The only real suggestion is to do inverse controller playtesting, to ensure that you aren't out-skilling your average player base. The hook shot is surprisingly intelligent in its placement. It wasn't until that S-Curve level that I felt like it wasn't going roughly where I wanted it to go, or better. The only small bug I noticed is that the bottom spikes don't seem to be harmful, even though this could be seen as a bug. I think don't change it, let the player naturally fear it without actually being in any danger.
Running thoughts:
- Interesting premise
- The tutorial is a little bit of a knowledge dump. I would have started it out with what humans and what demons are. Then, once you kill your first human, the rest of the tutorial
- Killing and picking up being the same button makes it a little hard to do like a path, to escape, because double pressing it falls apart
- Don't like that my base isn't safe from the demons if I have meat. And it appears like they can get stuck in the tower building area
- I think you have the bug I had, where you were removing focus on the end of the game, and it kinda glitches the browser. However, this bug made me play for 30 more minutes or so, so I think it was in your favor
Overall, strangely addictively unfair. It felt like the enemies nearly always catch me if spotted, but I found a few exploits in their pathfinding, such as the fair atm near the employment center allowed me to explore a lot of the game mechanics. Also, the red on red did make it hard to see and process what was going on sometimes.












