Can't sing the red note to get the final bird, but otherwise a cute little game
someguywhocanfly
Recent community posts
Cool concept and quite fun to play, but little content. The progression seems more in bruteforcing through tons of upgrades rather than having any intentional or skill-based way to get past obstacles.
I didn't understand what multiple double jump upgrades do, you don't seem to gain more jumps, does it just make the second jump higher? Not well explained
But overall fun, even if short and a little lacking in substance
Cool little game, but on level 4 I start running into the issue of not knowing exactly how the game logic works. What causes certain connections to engage or disengage based on certain movements? It doesn't seem logical or consistent. At one point a section suddenly moved diagonally after being let go for seemingly no reason at all.
Seems like different parts have different connection rules, but there's nothing to communicate that to the player (like different graphics for different connections), so it has to be discovered experimentally
Cool concept and game but the physics are a bit wonky. Ship seems to randomly flip over even when my ship is completely balanced, has cones and covered in fins, no idea what causes it or how to fix it so it feels like every liftoff is a crapshoot
maybe just needs a bit more explanation of how everything works
Got stuck, I never get the fish stone so I can't cross the river or get the pick. Having key items locked behind RNG isn't great, maybe it's fine for most players but I feel like the game has overstayed its welcome and I'm still not done. I have like 10 of the gems that increase your fishing luck and I can leap across half the map in one jump and I still can't access half the game
Also I pulled a 2nd fishing rod from a fishing minigame and you can't drop things so now it's just taking up space in my inventory for no reason
EDIT: oh, that big button next to the backpack is a drop button? thats quite confusing UI design tbh, I thought it was a button to dump everything in the house
There are also a couple of graphical bugs that can be annoying (can't see the QTEs very well on the big white lake).
Once you get fast movement the QTEs really interrupt what is otherwise quite fun, fast gameplay. Wish you could speed them up
Really fun prototype, feels like a more arcadey mirrors edge, and I love mirrors edge. A bit rough around the edges, wallruns would sometimes not activate, same with slides, dunno if its about the speed but there isn't much of a feeling of acceleration so it's hard to tell how fast you're going
I would absolutely play a full game like this though
Cool concept but there isn't a lot of actual gameplay. Can you only feed and take waste to the engine? Often I'm walking around doing nothing because there's no event and I've already picked up all the waste. I had like 15 fuel too and then I got 3 or 4 "not worth investigating" events in a row and lost.
Also, what's the chest in the top right for? It looks important but I can't interact with it.
I was checking inside the cabinets and locker first thing on every run. I did later find a bottle hiding behind a box on the shelf so maybe I'd been consistently missing them there? I'm still unsure about the late spawn though, I swear I checked every container multiple times and then suddenly there it was, in a cabinet
Downloadable version crashes after 5-10 minutes of play on windows 10, so I had to come back and play the web version. Cool game, I like the concept and the writing is very cute. Presentation is REALLY nice, like proper professional game nice. Gonna check out the rest of your library.
I was a little disappointed that there wasn't a puzzle to put the tape recorder together, and that my idea of having the PE coach break open the games machine didn't even have a line rejecting the solution. I suppose if it was a bigger game you could have added combining stuff in the inventory and all that.
Pretty fun game, I can see the inspiration taken from mario 64 and galaxy and it plays quite similarly to those, mostly very satisfying to platform around.
Some criticisms:
- as most players will I imagine I felt the need to collect all of the jacks, but the ones you get out of boxes despawn after a while, which confused me. Am I meant to collect ALL the jacks or not? It seems like its possible to permanently miss some this way
- some physics bugs with the jacks where they will sit in midair if you break a box underneath them or if they spill out over a platform when you break a box
- the jacks I guess are 2d sprites, which makes them hard to collect sometimes. maybe just increasing the pickup radius would be enough to fix this
- some moves have very little to no aerial control, such as jumping on the mushrooms or coming up out of the water. I don't know if this is intentional but it doesn't feel particularly nice
- in contrast the roll-jump seems too forgiving? you can jump out of the roll well after you've left the platform to the point where you're air jumping. it feels fairly nice though and allows you to reach further if you time the jump well so I wouldn't say this is actually a bad feature, just not sure if it was intentional
- the boss design isn't great, the bomb phase is too easy (except when it cheats you by changing the number later on) and the bombs slide so far and fast that its often impossible to get to the boss in time. I know you catch them while they're sliding but I dunno it still feels kinda lame. the 2nd attack phase is a bit too harsh, you need to already be running when it starts to avoid the first hit which kind of makes the red circle telegraph pointless, it's just trial and error memorisation rather than skill
- the game crashed on my while I was attempting the boss and wiped all my data, so I quit
Fun game overall though, definitely a good base for what could become a pretty great mario64-alike.
Don't know if it's a bug, but I'm pretty sure the game is cheating me by just not spawning one of the ingredients I need to complete the game. I played like 5 times, only completed 1, the rest of the time one of the ingredients just didn't exist. One time I'm pretty sure it spawned an ingredient in a cabinet later into the round, I'd already checked everything over like 5 times and then suddenly it was there, but too late for me to win.
Also, even when it works, sometimes the RNG will just give you a bunch of formulas only using like 2 of the machines so the game just becomes a bunch of waiting and you have no way to improve your score. It's a cool concept but maybe needs more machine options and some safeguards against RNG that wrecks any chance to get a good score. If you had more machines and a bigger lab you could also have extra ingredients you don't need and decoy formulas that take you in the wrong direction, that would contribute some much needed gameplay variety.
Not to be mean, but this game feels like a game made by people who have never played any games. It looks like a game, it has a bunch of features someone looking at gamers would think gamers like - guns, robots, swords, platforming - but none of it feels right.
The movement feels awkward, you're too slow for the huge levels, you have no control in the air so platforming is a chore, and the dash kills your horizontal momentum at the end for some reason. Combat is extremely simplistic, and even then the sword doesn't feel satisfying to use at all. It's easy to miss enemies that are right in front of you, which is especially annoying when you're fighting the big guys with the weak spot on the back. There is no satisfying feedback when shooting either of the guns, enemies either die in one hit or take 10 machine gun bullets without flinching before suddenly exploding. The only thing that feels like it's had any proper effort put into it is the cutscenes. The animation is really quite good, although the writing and voice acting could use some work. Are you sure you guys don't actually just want to make a movie?
I get that it was a senior project and you probably had deadlines you needed to meet, but it doesn't feel like you did any kind of gameplay testing. No aerial control and the dash ending you with zero horizontal velocity feel like really simple mistakes that should have been picked up after the first playtest.
That said, it is impressive how big the scope of this game is for a school project, hopefully you guys go on to make bigger and better things!
Holy fuck the atmosphere this game creates is insane. I have never felt such fear. The sluggish movement and shaky aim really adds to the fear factor.
The lighting feels a little off though. It adds to the fear, but it feels a bit bs that your flashlight can only show you what's like 3 feet in front of you.
Confusing controls that want to mix keyboard and mouse in the most awkward way possible, feels not particularly nice to play. Looting was also a chore - the bookshelves could display all the items visibly, but because there is no way to look vertically up and down, we have to go into a mouse controlled menu instead of just being able to look at each item with our character.
Nothing is explained, I have no idea how any of the mechanics work, and I randomly died to a massive explosion that happened as soon as I walked into a room.
Can't say I'm excited to try again.
Some of the events last ages though. The treehouse event is happening for me right now and it lasts multiple days where you can't pause, save or sleep. I have shit to do, that's hours of gameplay I'm being forced to continually play and if I quit or just leave it running I get punished. It's shitty.
I found it fun, but the perspective issues are definitely a problem, I would like it a lot less if I had to pay for it. As a free experimental game I can't complain. The casette level where you're collecting the Os on the falling platforms was infuriating, took me like 50 tries because I could never tell if I was going to land on a platform or not.