While it's a shame your work was halted, I applaud what you did manage to accomplish. It's a beauty of a remake and I, personally, would love to see other classics be given the Unreal treatment. I'm not even a big Castlevania fan and this was super nice. Good job.
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Okay, so I finally beat this and saw some of the secrets. It was definitely an interesting experience. Tea Time with Dolly was pretty fun.
One thing confuses me, however. What's the deal with the flowers? I never could figure out that puzzle and I'm really curious now.
This was a genuinely fun time for a spook game. The world design and atmosphere were well done and made for a delightfully eerie walk through what would otherwise be average messy yard. The fog and dim lighting also work well to mask the low detail models and further the feeling of being alone in an unfamiliar place. I don't play many horror games, but I am very curious to see what else comes of the game if this was just the prologue/demo. Good job.
However, I do have a little criticism on it. The one flaw I found in the game was the pacing. While I'm fine with an unclear goal in a horror game, since the main point is usually just "Don't die," the puzzles in it were confusing at times and had me casually walking in circles around the map until I stumbled across something important. The steam pipe, for example. While not far from where it needed to go, it blended a little too well with its surroundings and I found it by chance. I also did not care for the inability to turn much while holding an item. That felt unnecessary.
Well, this was different, heh. I liked the idea behind it, with it taking place on the ship, and getting to smash boxes is always a good time. The graphics were decent and weren't overly simple looking like some games, and the voice work was pretty alright as well. Good job on this parody piece.
Unsure if this is a known issue or not, but I felt it was important enough to point out. I was just playing again, seeing how far the demo went, and I hit pause during the transition between levels. When I arrived on the new screen, the character was in a sleeping position on the ground and I couldn't move. I hit pause again and he was upright, but things were dark. I unpaused and...honestly it looked somewhat nightmarish for a Sega game. Everything was blacked out or really dark, the path you walk on was barely visible, and his eyes were missing.
Basically, I broke the game by pausing it between stages.
Gave it a quick run. Still plays well and being able to run sideways when looking for the bubbles was helpful, but looked a little...awkward? It was like running on air around the plant. As a suggestion, you might have the little sprite hold the plant with one hand a just do a guided slide instead. Just my thoughts on it, of course. I also noticed you fixed the hair thing I pointed out. And were new sounds added? Because I'm pretty sure I heard a sprout(?) say "Oiii!" at one point that I didn't my first time playing.
You're welcome. Glad I could provide...whatever I did for you to take notes.
It's good to hear music and filler will be added. Fun mechanics can only go so far without ambience.
The weather level sounds interesting and I like the idea of a trap level to play in.
I saw this when it was on KickStarter and liked the idea behind it. It definitely has that 90s Sega feeling to it, which I'm sure will only get better once the game is complete. Despite just being a demo for now, everything looks and works pretty well. The controls seem fine, the gameplay is fair with a slight challenge during the chases, and the puzzles don't seem like they would require a guide like in some games. Good job on this so far, and good luck with the whole thing.
I guess the speed thing makes sense with the VR support. I don't know much about programming, so I wouldn't know if it's possible to have different speeds for different controls. Glad you liked the idea about clicking batteries in though. That'll probably help a LOT. Will there be other meat people over time or just sassages?
Well, this was different. I like the idea of this so far, with the shooting food people with the motivation of just trying to be alone for a bit. That's relatable among many gamers.
I will say, however, that it definitely needs some tweaking. I found it way too hard trying to get the batteries into the machine. And when you finally get a gun it just eats through ammo in the blink of an eye. Maybe set it so the use key just clicks the battery into the machine so you're not struggling while being swarmed. Also, for a gun game, I felt like I was moving at a snail's pace for most of it, even if enemy speed was kept relative to it. Still, overall, this is looking good and I like what you have going on. Keep up the good work.
This looks pretty neat and has potential. Throw in a few graphical tweaks to spruce up the landscape and maybe some features to the creatures and you'd have something good going on. (Looks a little like marbles gone rogue right now.)
Keep up the good work.
Decided to do a part 2 since the game was updated.
I managed to beat the boss, but I really feel like he could be toned down a little. Wow, was he a tough fight. Still, that aside, I like what you have going on in this. I've felt for a while that many modern games were being made too easy, so this does well to give the classic arcade game feeling and the challenge that goes with it.
Good art, great music, upgrades, and fighting off zombie alien hordes with an axe. You can definitely see the influences in action when playing this game, from the over the top fighting to the crazy looking enemies and the random and conveniently hidden food items strewn about. This is some good stuff and I'm eager to see what will be in the completed work.
Good job on this and good luck with your funding.
This was short, but fun. Despite being low poly, everything was designed well enough that it was easy to tell what everything was, even down to the dog breeds. That's a good quality, since some people would have just made blocky...things moving around, heh.
I know it's been a year since it was released, but I am still curious what will come of the game if worked on more. A bigger park maybe? Or unlockable different parks. Perhaps hats for the dogs, just for fun.
(Noticed the comment section was redone, so I'm reposting. Hope that's fine.)
Soot is a fun little adventure game trying to send a bigger message. As it is now, the game is but a simple demo, but that doesn't mean it lacks in quality. The softly toned music serves well to set the mood of the game and put emphasis on the situations you wander into across your travels. From the solemn tones in the beginning lending themselves to the feeling of solitude as you start out alone, to the more uplifting beats that play as you reach your goal, it's a very pleasant and atmospheric trip. Both the animation and the art style are nice as well, reminding me somewhat of Wind Waker. When you start out, the game feels very empty, but that is all part of the experience as well as you find your way. Overall, it's a short, but fun game, and I'm curious to see how it turns out as more work is done to continue it.
You're welcome for the kind words. Thanks for the game/demo. Hope I presented it well.
Personally, I'd be fine with a jump feature even if it didn't accomplish anything beyond added aesthetic and gave the feeling of "trying but going nowhere," but I can understand your reasoning. I've played a lot of marble games, so I'm actually used to legless things jumping...though that's not saying I never questioned it, heh.
This was fun. A very peaceful game that lets you take things at your own pace, making your own path in the world, and provides some really nice sounding music for the trip. I could definitely see myself spending a few hours just poking around in a full version of this. A jump feature would be nice though. I felt...restricted.
Good job on this and on getting funded.
This was a pleasant way to spend a few minutes. Though there wasn't much to look at in the game's world, the art was clean and well done. The music was also nice, with the starting song working well to give the feeling of walking alone in the world. The little sprite was...interesting looking. Was there some inspiration for its appearance?
Made a video. Hope I presented the game well.
In a side note, I played the game just before commenting here and noticed something. If you walk forward and tap left and right repeatedly, the hair goes crazy. This doesn't need fixing, I just found it entertaining and wanted to share.
Got to pet puppies, had fun. Dog/10
This was fun. The art style was cartoonish and amusing while still containing some substance with the labyrinth runner gameplay. Having to dodge around all the people to get to the destination is very relatable and finally reaching and petting the pups was rewarding. I also liked that the gallery had little doggy bios rather than just pictures. Gave more of a feeling of "Yeah, these are based on pets" rather than just collectibles.
That said, the obnoxious mannerisms of some of the characters was far too realistic.
This was short, fast paced, and fun. The music was a great time as well. I wouldn't mind seeing more games like this, where a 3D world loads and unloads around you.
I'm really curious though...what were the items that looked like bullet boxes? They added up a number in the bottom right, but I could never sort out what they did.
Falling in line with everyone else, this game is adorable.
That said, I really like what you have going on in this game. The choice to make it all look like paper and hand drawn doodles worked very well to give it a unique style. And, of course, the art itself is well drawn, and I like that the characters are all squiggly. It truly feels like a little paper craft house or diorama come to life. The way everything pans with the camera and the way some objects go behind others was really pleasing to watch. A nice 3D effect. While I've never been super into point'n'click style games, I could definitely see myself enjoying a longer version of this.(Hint-hint, nudge-nudge.) Good job, dev persons.
In a side note, I found that using WASD to control the character somehow had almost no walk cycle. Personally, I find it quite amusing and am not bothered by it at all, but it felt like something to point out.
By dev request, and because this game/demo is awesome, I've continued my gameplay!
The audio in general is some quality work, setting the tones of the areas, especially when the boss music kicks in. And holy carp that jam during Angel's fight. The overall atmosphere for the alien tube room had a nice creepiness to it, accentuated by the goopy bubble noises. I hate organic sounds, but that was a nice touch. And, of course, all of the gameplay was excellent. I like that the enemies are never just one-and-done, so you actually have to fight them or try to dodge around. Angel was a heck of a fight that kept me on my toes the entire time, never predictable, and the other two big fights were nicely done as well. No time for rest against these guys.
Of course, being a demo and early work, it's not without flaws. I notice two in my video, one involving the giant doors you unlock still sort of being there, but invisible, and the other is the energy bar depleting in an odd way sometimes. I also have a slight issue with the Jetpack stopping air combat randomly and at inconvenient times. Have played the game on my own time a little and really got screwed over against Angel when I'd try a combo or dodge and then just...stop.
Can't wait to see this as a completed work though. Smooth out the combat so combos don't feel as jerky and this'll be a really fun hack'n'slasher.
While not without its flaws, this was an interesting story/game. Your use of audio definitely serves it well, giving the appropriate atmosphere for a spook game. The grotesque noises definitely give the feeling of "Ew, what is that thing?" I also like the choice sets, though it was easy to get the good ending just by being a decent person. Overall, this was fun. Good job.
I love games like this. It's such a simple design, but works really well. The combat, while just button mashing, still feels nice. You also have double jumping, which is always a bonus with me. The black and white aesthetic is always interesting to see in pixel games, as it gives a somewhat "artsy" feel, but without trying too hard at that. It's also good for adding depth to a game for those who like to imagine their own worlds. Overall, this was a really good time. Good job, dev person.
Have a vidja. (I babble like an idiot, but hopefully it entertains.)
Beyond Human, inspired by Metroid, successfully carries the same style of gameplay while remaining its own game. The story I've seen so far is unclear aside from "aliens happened, go unalive them," but that in no way stops this from being a great time.
That said...dooood, if the demo has this much quality to it, I am super interested to see how the full game turns out. I'm not really into Metroid style games and even I had a really good time with this. Then again, I enjoy running around, swinging swords...
Fantastic job on this and keep up the good work. Will probably do a second part to this video soon.
Bright, cheery, and artistic. These are three words that describe this gaming experience. Other words that apply to this game are: Weird, surreal, creepy, random, soupy, and...chill. My point being that this is a pretty fun game that lets you throw an assortment of junk together and call it art. Just like real artists! Good job, game maker person.
On a side note, being able to remove pieces would be nice.
This was a short and simple, but oddly amusing game that reminded me I like to collect things. Maybe a prequel could be made someday where you're going around piling all the keys up, heh. Good job on this.
A little buggy at times, but this was a fun game. It has an interesting art style, and the resource list being partly 3D amuses me for some reason. The only real issue I have with the game is the lack of audio. Just having what sounded like a fishing boat going the whole time took away from the experience. Still, that aside, it was pretty good overall. Keep it up.
No problem. And while this is totally optional, maybe have changing facial expressions for the character icon in the top corner when fighting. Or maybe have bandages appear on the face once they reach low health or something. Just for a bit of personality. Little details.
After spending...quite a while farming money for the permanent upgrades - which felt more justified in price - I finally learned how to get the bonus money at the end of a round, which helped speed things along some. Or at least I think I figured that out, heh. Any adjustments to the prices shouldn't be too great. Instead, perhaps a clearer in-game explanation on money making or how the bonus is earned.
Thanks for the information about using points to buy things during the fight. Despite spending so much time in the game now, I somehow never noticed that and kept thinking it was coins.
You're welcome. Thanks for making the game.
A little slow starting out, but I can see this game having plenty of potential. I spent about an hour grinding money in it and had fun as I got better at killing the evil pigeons.
Good job on this and good luck with future updates! Keep up the good work.
As a side note, you may want to add blinking animations to the people. Or eyelids. As things are now, they have a sort of thousand yard stare going on and it's mildly creepy for such a cartoony game, especially seeing them in the tavern/shop.