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slrp

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A member registered May 29, 2024 · View creator page →

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not dumb at all! It’s been a common feedback point, I’m gonna have to think about how to communicate the concept a little better. The conversion in the mind of they have rock so I have to quickly swap to paper is difficult especially with everything on screen. If you’ve any ideas on how to communicate this better I’m open to it!

Really unique idea, good job! Really great sound effects and vibe, had a big smile on my face playing.

Thank you so much! I appreciate your points on the tutorial, given the concept is a little unintuitive I really wanted to clearly explain it to the player step by step, hence the pausing and dialogue with prompts during the first encounter. A lot of jam submissions don't have tutorials so wanted to make it a smooth process here.

I agree on the enemy movement needing adjusting, and great point on other pick ups or items around the map. Tbh even if projectiles moved a certain distance then hovered in place, the player could dash to them and counter them and give that dash mechanic a little more reason to exist. If I were to develop the game further, i'd definitely look into collectibles or power ups.

Thanks for playing!

Yeah it's a known bug unfortunately, seems like it's happened to a couple people sadly. Restarting the game should fix it, it seems relatively infrequent and wouldn't expect it to occur multiple times in a row

For sure that's fair feedback, definitely will integrate the enemy's type into the UI rather than their model in a post jam patch

Hahaha thank you! I wanted something sort of memorable for the final boss but was running out of time, so decided on something like this as a finale. Glad you appreciated it also, I'm always inspired by moments in games that play with elements outside of the game's world

Really cool story! Very well done given the short dev time of the jam, congrats. I think if you took it in more of a direction like prey or deus ex with some more player expression with multiple ways of solving the tasks it would go crazy, like different minigames based on what your character is proficient with or something.

I found the control scheme a little unusual at first (I think a more gentle introduction with a tutorial would help a lot), but once i got the hang of it i really enjoyed it! I think the subject matter is very charming. 

hey there!

*spoilers for anyone who is stuck on the final boss*

So he has dialogue about being able to hear what the player is saying, when you press escape there are volume options. Turning the volume all the way down will stop the player yelling what they are swapping to as well as the music system. This  makes him unable to swap to the correct stance and you can beat him. Had I more time I would have had a more direct prompt included after X time that explains what to do for those who are stuck, but maybe this was a bit too cryptic 

Thanks for playing and the kind feedback and congrats for almost finishing!

Really enjoyed the atmosphere and I am so impressed you made this in a two week jam, really well done. There is a lot of content here, it's really great. The controls were a little sensitive but thats an easy fix. Would love to see how you take the concept further!

Wow wow wow! Realllllly well polished, good job man. The sound effects are super satisfying. Really addictive, you have something very very cool here. One of the best i've played

Thanks for playing! I agree, a persistent concern for me was player onboarding and I think your suggestions would help a lot too

I *adore* the aesthetic, really nostalgic. I think you applied the theme in a funny way. I really genuinely think you could take this forward and make a little game to appeal to the people who loved those cs slide maps. Really well done, one of my favourites i've played :)

I see the vision you were going for with the aesthetic and i really love it, i'd love to see how this progresses over time! With upgrades etc. could really hit, really reminds me of halls of torment

I really like the art and the systems felt really smooth. Very cool idea and well done!

Suuuper polished, looove the aesthetic and the gameplay feels really smooth. Really great job man, good luck in the the jam. If you added more weapons, upgrades, maybe a star fox sort of progression system with levels i think this would really go crazy

I noticed this game in the discord chat early in the jam and really wanted to play it, great job! One of my first games i made was a punch out style game too and you did a great job. Love the artwork and theming too

Very interesting take on the theme, well done! You could for sure take this concept further in more patches, you could lean into more puzzle elements maybe

Very cool game! Very cute character design and the mechanics have a lot of potential! Well done

thanks for playing! Yes I think maybe the announcement of the type the enemy is using should be a UI element or a sound cue instead of an icon above their end to address that issue, thanks for the feedback!

Your comment on enemies leaving the boundary was for sure a big oversight on my end. The enemy should select positions to walk to based on the center of the screen rather than a circle around the player. Definitely will implement such a fix post jam.

Thanks for playing!

Thanks for playing! For the bosses that use multiple attack types, you have to successfully combo their attacks in sequence or you will be blocked. When an enemy attacks (say with Paper), their type is swapped to paper, so their weakness now becomes scissors. Usually you're countering fast enough that this weakness swapping isn't massively relevant, but you raise a good point that if you counter an enemy you should always do damage. This is something I'll look into post jam.

There is an easy mode which halves the damage your player takes, but I'm wishing now I also slowed down the enemy attacks when you are in easy mode also.

Thank you for the feedback! I had a vision for more bosses that use the mechanic in various ways (different targets you can swap between, different attack types simultaneously, environmental hazards etc.) but the timeframe didn't allow for it unfortunately.

Thank you!!

Really clever take on pong and the theme, was really pleasantly surprised by this one!

Hey! Myself and another team member are looking for an artist for a 2D game for the jam: Game Designer / Programmer: https://slrp.itch.io/ Composer / SFX: https://vitor-yoiti.itch.io/ / / https://www.youtube.com/@vitoryoiti We worked together on a previous jam project: (https://slrp.itch.io/unbound)) We were super proud of how it turned out and are excited to work together again, hopefully with a 2D artist to support us so we can focus on programming for me and music for my team member respectively. For this jam, we want to take what we learned during the aforementioned jam and create something fun, complete and hopefully learn even more doing it. I know I personally learnt a lot about scoping, game design and planning during this jam and am confident we can create a complete experience during this one. I really enjoy the creative process and want to work together as a team to come up with a unique and creative idea we can present and roll with. Of course we consider game design a collaborative process and we intend to all work together on the ideas and game loop. If you’re interested, feel free to message me or reply here. Thanks!

Absolutely beautiful game, really well done! Was so locked in from start to finish, thanks for sharing this!

Really cool game! I want to praise how clearly communicated the concept and the tutorials are, it was very clear to me what I was meant to do and what I could do with my character.

Art and aesthetics wise, i think this was by far my favourite in the whole jam! The 3D graphics especially made me so nostalgic

Really amazing and cute art style and I really enjoyed the gameplay! Fit the theme really well :)

Very creative game, well done! Had a lot of content and a lot of charm and little sweet moments. Really great, this is a 5 star for me :)

Thanks for playing! Yeah i wish i had more time to balance. If you have all the upgrades he's crazy easy, but if you're missing one or two he's a little too hard. There's a middle ground to be found for sure, but for the purpose of a jam i'd rather it be guaranteed beatable i guess so i let it be a bit easier :)

And fair point on the music, maybe i'd let the music play right from the start or have some ambient computer noise or something. Good feedback ty!

My favourite art and aesthetic of any game jam submitted, excellent work! Definitely warrants a full release

Wow wow wow, beautiful game and really unique concept! This could genuinely be developed into a full real game, there's so much here.

Wow, really good job! It must've taken a lot of work to get all these minigames together, really well done. I was locked it because i wanted to see them all :)

You clearly put a lot of love into this game, well done!! Very beautiful and memorable

Thanks for playing! I really appreciate it. Unfortunately didn't have time for the sword upgrades at the shop, only upgrades possible are the level up upgrades but this is something i'll for sure add in the post jam patch.

And i somewhat agree on the claustrophobic screen. I think shrinking things down a little and upping the enemy count would add a lot to the game for sure, thanks for the suggestion!

Really really creative concept! The hours of the day being the resource/mana system for the cards is so insanely genius. Well done dude, this is a brilliant concept that could go places

Thank you! I really appreciate the kind words. Couldn't have done it without the great artists and musicians also involved (my weak point for sure haha)
I appreciate the sentiment that the effort felt well placed, definitely was on a time crunch so had to descope quite a bit of the original concept but i'm glad what's left has resonated with people :) Good point on the running not being the default, don't see any purpose of walking vs. running in hindsight so will address it in a post jam patch

As for your ⚠️Spoilers⚠️
Had a few thoughts on how to handle death on the final boss. Felt weird to teleport back to the main hub after the reveal and transition. So I ended up just implementing a little alternate cutscene that plays and revives the character so you can't _really_ lose the encounter. Had some testers say they thought they were meant to die in the final encounter so i think that cutscene served its purpose!