Congrats, never actually got to play this game though cause there was no linux build :)
sleepl
Creator of
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Yup! Loved the cryptic story, also I believe unity should let you customize the colliders per tile somehow like godot does because it's a basic feature a tilemap should have. The quality of life changes sound good, I don't think the grappling should be nerfed because it's a thing you continually get better at as the game goes on and it's feels rewarding to master it.
unironically one of the best games in this game jam (relative to what i've played so far)
The good things:
The attention to detail in the story is great, I love how you've linked the story to one of your other games. I also like how cryptic the story is, not intentionally, jeff and jefferonious speak to the main character like it's another regular day on the job, which is how they should behave.
Overall, the game doesn't feel like a game jam game.
The gameplay is fun, but I will have to admit, I couldn't find the secret level in 1-3, which I will get to now.
The bad things:
The difficulty is really off-balance. 1-2 was overall difficult, finding the secret level as well as finishing the level itself was really hard. But, the level right after that, 1-3 was much easier (I still couldn't find the secret level though if there even is)
The spikes were very unforgiving too, their hitboxes are larger than they actually are.
The music, though, does feel like it's from a game-jam game. Sometimes the main map music would play in the levels, also, there should be atleast 2 songs that alternate between the levels, the main song can get repetitive. Though I know making songs takes alot of time.
Overall:
the bad things are results of time limitations probably, but it's impressive you got it done in a week.
The story is really interesting and creative and love that you take players to an entirely new game to continue (or end) the story.
I will reiterate that it REALLY doesn't feel like a jam game.
The game crashed for me on the 4th room but here's some feedback:
First, the crates block out most of the screen so it's hard to see when picking it up.
The spring pad was weird, it didn't really feel like a spring pad and it was hard to reach the moving platforms with it.
BUt otherwise, interesting concept
Well, I'm always getting the block the mouse is hovering over, which is kinda inefficient.
It's only when the game encounters a mouse click that it starts to damage the block, it's coded in such a way that no UI elements can stop it D:
If i continue development after the jam I'll fix all these issues and hopefully make the code more efficient, thanks for the tips though!
If you look at the game's icon you'll find something like what i'm describing.
This is possible in real life I believe, as you could hook up a switch to most things to establish a circuit.
Edit: actually, I see what you mean. I guess this isn't an issue at all
What i was describing was a chain of a gate, switch, and bulb but it doesn't seem to connect for me :/
The artist definitely did their job well.
You could actually turn this into a full immersive sim game, it feels like prey / system shock
The enemies definitely lack a moving around and death sound, that would add alot to the atmosphere.
Also the walking animation doesn't fit honestly, could be better.
Nonetheless had fun playing, which is what matters in the end
That was an experience, the music really added to the mysteriousness to the whole situation. It all felt alot like metroid.
The movement felt snappy and the sounds added to that feeling.. I loved shooting the gun to boost myself.
The final boss was hard as expected, but the overall difficulty of the game was really well balanced.
Nice game, really enjoyed it.
You're right, I had all these in mind while play testing but unfortunately didn't have time to fix them.
The jordans in the code add to your jump height variable, but since in godot engine minus is up, the jordans just decreased your height, I made them in a rush so they didn't turn out well :/
Thanks for the feedback anyway!
It plays like a mouse maze game.
the heart lags behind your mouse alot (atleast on webgl) and that can be fun to play, as you have to plan ahead for the heart to catch up with you.
the thing is though, you don't seem to be diving deeper anywhere.
As for the audio, I liked it, it's relaxing, but it lacks sound effects.
Just have to say, really underrated entry here. It's a nice relaxing game
Nice game, I would've liked it if you could hook up more than 1 thing to the components (like hooking up a switch to a gate, which is hooked up to a light bulb)
Also would've been great if the switch or bulb had sounds, with some chill music in the background.
But fun to experiment with gates and such.
Looks like a beginner game and not bad for one.
Graphically, I would stay away from stretching my images like that, use individual tiles or something like that.
Gameplay-wise, I say make the camera a little bigger so I don't have to do blind leaps into the abyss :D
Also the character should fall down faster, it feels unnatural for him to fall down that slow.
Also maybe add fall damage to punish skipping down all the way to the end of the level.
Nice game, feels and sounds a little like the terraria dungeon.
It was fun, but it gets repetitive because there's not alot of bullets besides the laser and fireball.
I would consider adding enemies that shoot different bullets at you for more variation.
One last thing is I think the last boss was too hard, but maybe i'm just bad at bullethell.
