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Skleembof

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A member registered Oct 05, 2020 · View creator page →

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I think the game might actually be possible if the bombs didn’t move so fast after they explode. I played a bunch of rounds on hard and braindead spending time carefully positioning the bombs so that they don’t nuke me every time but eventually I realized it was impossible to avoid taking damage.

Awesome idea for the jam theme! this was very satisfying to play and very intuitive right off the bat.

My only issue beyond minor polish details is that it felt like it was too low stakes. There wasn’t a goal or anything that I had to meet which made it feel kind of pointless after a while. Like imagine if in balatro you didn’t have to reach a score threshold to win. Just play the hand until you run out of cards and use the cash to buy upgrades.

Very early on I felt like skipping uprades after each round to just keep hoarding cash for the more expensive ones since I didn’t have any incentive to improve my score between rounds

Very well made and polished, but really hard. Some of the later levels felt like there was only one solution where you had to follow an exact sequence of steps. I got stuck at 8 :/

I think that without a minimap or a simple map screen/menu, it’s difficult to figure out where to go, especially since the ship is so big and the player HAS to wander aimlessly to figure out the layout for themselves. Maybe signposting could work instead of a map like having actual signs on the floor indicating where the rooms are.

The lack of a health bar made each encounter pretty uncomfortable as it forced me to always play it safe as if my character was about to die. And when I did die, it felt like it came out of nowhere since there aren’t hit reactions either.

I think the enemies should move slower than the player because its very easy for your playthrough to end by making a single mistake. I positioned in the middle of a corridor during the uplink timer section to give myself enough space to shoot left and right. Then I accidentally right clicked and walked too close to the next hall intersection and the enemies were impossible to shoot in time as they instantly rounded the 90 degree corner and swarmed me. If they moved slower than the player you would always have the ability to run back away and make enough room to safely shoot enemies.

Solid entry though. Balancing a jam game and getting all the details right is always impossible, and what you delivered has a lot of potential with some tweaks

Nice take on the theme! Don’t think I’ve ever played a haunted dog walking game before.

Is the difficulty of the chain pulling mini game tied to the wraiths? During my first attempt I failed the final encounter with the difficulty at 100% and I noticed that I missed one of the wraiths that spawned behind me. In my second playtrhough I made sure to kill all the wraiths and the difficulty was like 67%

I don’t understand. How does trigerring good or bad deeds on other bichos affect the relationship of bicho a on bicho b?

Is it based on distance? Like if I click on a bicho to make them do a good deed, does that mean that others nearby will see it and register a green line? and if so how does that transfer between bichos? It isn’t clear how to make a specific bicho positive on another one through the network of relationships.

If my goal is to make someone negative on someone else, why wouldn’t I just keep spamming negative until it works? does hurting relationships between the bichos affect their ability to transfer chismes?

I’m very confused lol

Very unique mech mechanics and vibe. I enjoyed controlling the mech and lugging the boxes around but the level design was confusing. I found the world to be too big and empty and when I got to a gap, I couldnt figure out where to go. I thought the large checkered wall I saw on my way to the gap was an elevator or something so I walked back and found it was just a wall lol.

I love me some vampire survivors so I had fun with this but I didn’t like the main attack. It took me a couple rounds to figure out you could aim with the mouse. The aiming wasn’t clear because of how these survivors clones usually work, and because the attack sprite sort fo just spawns out of nowhere rather than moving out from the players body.

The combat also felt a bit lifeless without feedback from hitting enemies or getting hit. A simple color change for when you take damage or hit enemies would have been an effective way to improve player feedback.

Art and music were great, I liked the environment and the mech character although sometimes enemies would shoot you from behind the buildings which felt unfair.

WOW that was amazing! You absolutely nailed the atmosphere and overall vibe. idk if it was the lighting, the voice acting, or the vfx of the onscreen monitors, but this felt very nostalgic for some reason. I was completely immersed in the game, listening to your voice guiding me on how to control the mech. The only criticism I have is that rotating the camera view felt awkward because you could only do it (very slowl) while the mech was moving. It made more sense in combat as it added to the tension and forced me to plan out my movements rather than just aiming with the mouse, but outside of combat it felt difficult to control. Maybe the cruise mode should have significantly increased the turn speed.

I’m very impressed with the voice acting btw. It kinda sounded like you were trying to whisper the lines which made the final result sound a bit eerie and mysterious. The rear view monitor was also a standout detail that really increased the immersion. It looked like it had a lower framerate and motion blur which made it look awesome as you moved around the terrain.

Great attention to detail and overall polish!

That was pretty cool with unique concepts, but it definitely could have used a final polish pass. Without sound effects, hit markers, or any kind of feedback, the combat felt very weightless and hollow. The bullet particles not lining up with the contact point for damage made this issue even worse.

I like the core concept of having to lower enemy shields and then attack them with the correct damage type to destroy them, but I didn’t like the MMO style action bar. I think you could have mapped the melee attacks to specific keys and the rifle could have been a weapon you swap to.

The overall presentation was well done with the intro and outro sequences and level transitions feeling smooth. I like how the camera changes after unlocking the door to indicate that the threat has been eliminated. I also liked how there was a mini boss and then a final boss at the end. It kinda caught me by surprise as I expected the mech to be the end which made the final encounter feel a bit more epic. Although the final fight was kinda lame tbh. Just a stationary eyeball with a giant health pool that didn’t engage with the skill bar.

This is a very impressive entry for one person, so don’t take my criticisms too harshly. I understand how difficult it is to create a game by yourself and how easy it is to run out of time on core features leaving seemingly simple tasks like sound effects impossible to complete in time. Great job on delivering something unique and fully playable entirely on your own!

The control scheme was pretty confusing. I think the character should always move relative to the forward direction of the camera rather than the mech. I played a bunch of rounds but wasn’t able to ever get comfortable with the control scheme. Moving any direction but forward felt like a gamble. It also doesn’t help that the player always starts on the edge of a cliff lol.

I also think the game could use at least one more color to improve visibility. Maybe a different shade of red could be used to outline the edges of the platforms.

Those issues aside, I enjoyed the gameplay. Combat felt fast paced and snappy,and the enemies actually posed a threat forcing me to learn to avoid their attacks before going in for the kill. The glide mode was also very cool, although not that useful from a gameplay perspective. I never felt like I needed to use it in any situation.

Overall I had fun, but I would’ve enjoyed it a lot more if I wasn’t constantly falling into the void because of the difficult control scheme.

side note: Did the upgrade system actually work or was it just in there as like a place holder? I clicked upgrades but nothing seemed to happen and I couldn’t tell if my mech got stronger or faster

I found it kinda difficult to tell what direction the legs were facing, even with the little icon on the HUD. It’s easy to get lost when you’re engaged in combat and trying to move around cover to hit the enemy.

The mechanic for moving the mech body up and down seemed really cool but it felt totally unnecessary given the level design and the one enemy encounter. I’d like to see how this mechanic could be put to use in a more fleshed out game. It seems like it could be a good way to make the gameplay more tactical and open up unique combat scenarios

You nailed the graphics and sound effects. It felt extremely immersive to just stomp around in the gloomy, albeit empty world.

Overall a very solid entry, but lacking in gameplay content to take advantage of the mechanics.

Incredible potential in this one! I particularly loved the skidding mechanic which could really help the player feel the weight of the mech. I also love how you created an operation manual for the mech, even though it’s all light on content.

We need more games like this. I hope you continue to develop it because I think it could be really fun to play in a fully fleshed out combat scenario

Running over dudes to save ammo, having to shoot tanks in the treads, having to use cover when fighting multiple enemies, plus a final boss that actually posed a challenge. Awesome work! This felt extremely polished and well balanced for a jam game. It was legit fun and left me wanting to play more.

I like that you can import your own textures but I dont like that you HAVE to import your own textures. I wanted to spawn a bunch of marbles but it kept calling me a freak for not giving them textures :(

Great job taking the theme and turning it into a truly unique gameplay experience. I’m not 100% certain but I’m pretty sure that this is the only game ever made where you play as falling domino coffins in an abandoned forest castle.

I think you should have ditched the UI and opted for more traditional controls. The atmosphere you created with the dense fog and warm lighting was very immersive, especially with the awesome sound effects and music. Having the UI take up a large portion of the screen hurts the immersion a bit

I only wish you hadn’t warned me about the jumpscare. I love horror games even though jumpscares arent really horror, but the confusion after completing a simple puzzle and the urgency of the RUN text would have led to a really effective surprise lol.

Cool idea but way too easy. I would’ve liked to play tougher challenges that forced me to think. Idk how you’d be able to create more challenges when the only thing the player has to do is shoot a single bullet. It’s basically just figure out where to click.

Maybe you could add buttons that the player needs to stand on to activate trap doors/ moving platforms and stuff as the physics stuff plays out.

On the last challenge I managed to win by blowing up the top most barrel and just waiting for the ball to roll onto the button. Idk if that was the intended way but I doubt it lol

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I got as far as the red house and then when I tried to back out, I got stuck on my side :(

That was surprisingly well put together! The physics worked way better than I thought they would and it seems like it’s actually possible to beat but it requires a lot of patience lol.

The voice acting was a great touch and the cool cowboy snowman brought it all together.

Great job!

That was very hectic but fun! I enjoyed the jumping homing attack.

The particle effects could definitely use some work. The giant cloud of rice/slashing vfx that spwans when you attack was very confusing at first and made it hard to see the enemies.

The run animation was pretty awesome though.

Good job!

I like the artistry of it all, giving off early 2000s nostalgia baitiness delivered through a modern indie horror game style. Not sure how else to describe it, but it was definitely memorable.

It was also too slow with seemingly no payoff. The opening section was too long and abstract. It kinda felt like i was watching a homeless guy rambling at night in an abandoned parking lot, saying words that made sense only to him. Then the other character appeared and started saying some more abstract stuff about dreams, and then the final section of images flashing on screen.

Again, very memorable but I feel like there was no payoff. I wasn’t able to learn anything about the characters or scenario other than that it probably all took place in a dream. The end was maybe a bunch of dream pictures taken by the girl but it was just a bunch of random nostalgic images with no central theme. Nothing for me to pick up on or think about. I just sat there watching the flashing images and listening to the song, waiting for something that never came.

also, idk if the game ended or froze for me on the tombstone picture? There was nothing to indicate that it was over, but I waited for a few minutes and nothing happened.

Cool production, but I feel like its missing substance

Great idea for a chain reaction! I liked how satisfying you made it feel to watch the number go up. The game did softlock on me though during a playthrough. It got stuck on the screen after a round after the birds all flew away. The shop UI didn’t pop up

Are you on windows? I’m also encountering the error on linux through wine. Wasn’t sure if it was an issue with my wine setup or the game itself.

Are the difficulties real or are they just there for show? I picked hard and managed to unlock all the upgrades by my 3rd mission and since therre was nothing to do, I decided to fall off a cliff and die. But when I got back to the menu I still had all my upgrades so permadeath didnt seem to work. Also I think the worm glitched out because I only ever saw it on my first mission.

I did have a lot of fun though. I love immersive games like this and the effort you went through to make it feel like you’re actually piloting a mech really paid off!

My only critique in terms of gameplay is the poor visibility. In open areas like around the dark forest it’s basically impossible to see anything, and the flashlight doesn’t help at all. I think you should at least be able to unlock a better light or something that improves visibility. Low vis is definitely a viable mechanic to add tension and difficulty, but if the player feels like they’re moving blindly with no way to orient themselves, it feels more like a detriment to the gameplay.

Overall experience was very positive, and the voice acting was a nice touch. Well done!

Managed to get a score of 15941 (I think, the font was kinda hard to read lol)

That was fun and challenging taking me about 5 tries to finish. I think the bullets move too slow for the distances you shoot at, especially for the final boss. The triple aiming reticle thing is cool but also kind of confusing. I kept losing track of the main reticule on my ultrawide monitor whenever I was moving the mouse quickly to hit targets on the opposite side of the screen.

It felt like by the time the bullets reached an enemy I was shooting at, the mech had moved so close that if the bullet missed, I was too close to shoot at the enemy again. That’s what I mean by the bullets moving too slowly.

Despite that, the game was enjoyable and kept me engaged for a number attempts until I managed to beat it.

The design of that final boss was awesome, as was the set up of watching it fly in and out of the water all majestically from a distance.

Good job!

Wow that was very well made! I think this is the most well balanced game I’ve played so far in the jam.

You managed to make the difficulty level feel just right to force me to engage with all the mechanics which made it very fun to play. I think the character controller came out perfect giving the feeling of lugging around a giant heavy mech in 2D. Just enough control to navigate the maps but not enough to lose that mech feeling.

If I had to criticize anything it would be the lack of shooting animation on the mech. If there was a shoot animation it would make the slow shooting speed feel more responsive.

Oh and did you record the shooting sound effect from a robot toy? Because it kind of reminded me of the cheap little speakers in kids toys lol. It definitely paired well with the art style.

Great job on this! it’s a 5/5 from me

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damn that was amazing. 2 weeks and you managed to build a whole ass game. The amount of content and polish crammed into this in 2 weeks is insane.

My only criticism is that it needs work on balancing because it was way too easy. I never felt like I was at risk of losing or running out of resources. My strat was to just focus on cyber related upgrades and I very quickly became OP one or two shotting encounters with the AOEs.

I really liked the mechanic of consuming parts to gain resources. It made every find feel useful, even though it’s probably part of the reason the game is so easy right now. Maybe you could add another resource that you gain from consuming parts, maybe some kind of waste or byproduct of the digestive process of a biological system. Something like that which you could collect by consuming parts and then trade them for bones (a shit for bones kinda system).

I would definitely play a fully developed version of this with more content, balance, and a more fleshed out economy.

5/5 all around

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Game glitched out at the end and the waves kept ending the instant I clicked an upgrade leading to a very high score but making the game unplayable at that point.

Overall pretty fun but simple shooter. I enjoyed it, but it could definitely use some balancing. The juggernaut felt like it was way too slow to avoid damage forcing you to tank all the enemies which did very little damage.

Good job on the game development, bad job on the ai generated cover art.

I modeled the level geometry in blender all together but I broke it up into large chunks rather than exporting it as one gltf in order to make it easier to edit.

So like the lake floor is its own mesh instance separate from the lake walls/terrain. And the 2 large city blocks are also individual mesh instances, and all of the geometry except the fish uses simple tiling textures.

Yeah I get it, we’ve all been there during a game jam. But the good thing is that you didn’t give up and managed to deliver so your next project will undoubtedly be better because of it

Okay so I made it to the end of the Seok story segment, but I did so by flying under all the bullets and was treated to an image of Kim-Il Sung as a teddy bear.

Idk what’s going on but I know there is no way in hell you actually expect people to beat that section normally. There are hundreds of giant battle ship sprites jammed on screen constantly spamming missles and I think they respawn endlessly lol.

Was that a rushed attempt to add some challenge to the gameplay or was it an intentional statement of the overwhelming military force faced by the Arabs / North Koreans?

Either way it was extremely hectic and confusing.

The art style is very unique, but the visual glitches made it difficult to see the art and read some of the text.

I like the overall conpcept of the game, using short simple gameplay sections to supplement a visual novel style game with unique hand drawn art. But the current implementation definitely drags down the experience.

The computer opponent was surpisingly good. I was able to eventually corner him and start spamming grabs. Out in the open though he was destroying me, doing grabs, throwing me against the ropes and following up with a piledriver. Well done on the enemy ai.

I could see this as being raelly fun if you add sound effects and work on the general weight and juiceness of the attacks. Without sound the combat feels really weightless and hollow, even with the well made mechanics.

There aren’t a lot of wrestling games out there so this could be something if you keep working on it

great job!

That was fun! The final boss was kind of a pushover though since I could just use its own leg as cover and spam it with mini rockets lol

The music and sfx were well done and made the game feel really intense.

I think my favorite thing about your game is the weapon and enemy variety. You managed to make the weapons AND enemies feel unique enough to force me to think about how I would attack each enemy. This made it feel like much more than jam game.

The one thing I didn’t like was the level design. I found that they were too big and empty for the amount of enemies and objectives. In level 2 I was walking aimlessly in the north part of the map because I had no way to know where the objectives were. The enemy to open space ratio also made it so that most encounters were 1 on 1 which made it very easy.

I think smaller levels with less open areas and a lot more enemies would be an improvement. Also a better minimap could help orient the player. Maybe zoom it out more so they can see the layout of the whole level, or at least enough so that they can make a better judgement on where to go next.

Overall, great job. This is an impressive entry!

That was incredibly well made! I had a lot of fun and sunk like 30 mins into it until the game crashed lol.

I was on the 4th or 5th floor (my first time finding red fuel tanks) and I was fully loaded with cargo when I went to breach a door but I bumped into the elevated platform behind me as I was backing up, and I got pushed into the breach charge. Last time it happened to me I just took damage, but I didn’t have so much cargo loaded. Maybe the amount of cargo was what led to the crash.

Either way, I had a lot of fun with this game. The mech/cargo loader both looks and feels really cool to control. I love how you can see the cargo loaded onto the actual character like in Death Stranding. The combat mechanic of launching cargo is a natural good design since it makes you wary of what item you’re about to fling into the void. The sheer abundance of resources made that not a big deal, but with some balancing it could be a really effective risk/reward system.

The intro cutscene was dope, and the environment art, while simple and repetitive, still did a great job of creating a very creepy and oppressive vibe, especially with the ambient background noises and various sfx from the mech and enemies.

One critique is that the black hole portal effect, while awesome to look at, was very disorienting when I first started the game since you spawn right in front of it. I was trying to figure out what I was looking at, and then suddenly the camera switches view to the teleporting scene, and then I spawned in a completely different map. Made me think the game was broken right from the start.

This is an extremely impressive amount of polish and gameplay for a jam game.

Great work!

I like the structure of the game and the puzzles, but the physics made it frustrating to stack the mechs. It felt like the main character just had too much forward velocity when jumping. I think it would’ve been good to make the top of the mechs ‘sticky’ so that the player lerps towards their target when jumping.

As for the puzzles, I really enjoyed trying to figure out how to get the other mechs around the map. Giving each mech different movement capabilities was a great idea and really made me wrack my brain trying to figure out how to get to the goats

Obviously it’s unfinished but is it supposed to be playable? All I was able to do was walk around and open menus. I was never able to attack or use any weapons, and the enemies didn’t affect me at all.

Seems like it could be a cool retro dungeon crawler based just based on what’s in the menus lol. It kind of reminds me of cogmind

also the linux version is missing the .pck so it wont launch

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I managed to make it to the end and defeat Sam Altman

The combat was very simple but unique and with enough variety to keep me engaged and the enemy mechs were simulatneously fascinating and terrifying. I also love how the theme of the game made its way into your decision on what tools to use during development.

This is my favorite game of the jam so far

Mechs punching each other instead of shooting rockets and lasers was a cool twist on mech combat. I mangaged to save the city on my 3rd try after figuring out that the best strategy is to just back away until the lobster mech gives you an opening and then charge him with a double punch.

I think the game needs more feedback for when you do damage or block an attack because it was hard to tell if my hits were landing. I had to turn the camera up to look at the enemy health bar to see if my attacks did anything. A hit marker or something would have improved the feel of the combat

The mechs looked cool and the music was great.

Overall a solid entry. Great job!

The character sprites and animations looked cool but it was hard to see Yami because of how dark the background is.

I didn’t have anyone to play against so I had to fight the ai which kicked my ass until I found you can just spam the attack button to stun lock them. The game definitely could use some balancing because it felt like the heat gauge didn’t matter at all and the light attack was way too powerful making the heavy attack unnecessary.

Also I think the description is wrong. The controls say that you guard with ‘U’ on the keyboard but it’s actually supposed to be ‘L’. It also says you can do a maximum attack with ‘I’ but it didn’t work with either character. Was this a mistake in description or bug in the game? I kinda wanted to see the maximum attack

Wow that was incredible! This is definitely one of the best jam games I’ve ever played. The character controller feels extremely polished and well thought out.

The only issue I found with the game was the balance around the combat and mission structure. The combat felt too easy because of the flimsy enemies who do very little damage, but the missions also felt too difficult because of how little time you have to complete them.

Despite that I still had a lot of fun killing enemies because of the great gameplay feel and the special effects. I wasn’t able to find grandpas magazine though