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Someone's Shadow

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A member registered Feb 19, 2021 · View creator page →

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Overall, really creative!

Its a bit well-polished and while I did skim to get the review in time, I already love the dynamics at play with dodging and weaving, the awesome count down as you strike and general incorporation of the theme.

I knew I wanted to check this out even if I had [less than 10 mins remaining], and itw as worth it!

Overall thank you for submitting to the game jam! 

Overall creative game! Hitting things to the beat once it really starts is great, and I'm going to continue playing this later as I mostly skimmed it through for the initial review and my impressions are really positive.

I think only things here are improved navigation on where to go from one place to another and this is a really solid concept.

Good presentation and general juice, the music choice, the weapons, the sfx, its great! I had to check it out even if I had [less than 10 mins remaining] and it was worth it!

Overall thank you for submitting to the game jam! 

Overall great game and concept!

I think the only caveat I saw so far is that the concept requires a really good level/ level design to make it pop out, like making the beats go into place. I feel like either making the level's beat appear on time (tricky), or making it such that you get some really nice points/score if you hit the beats on time. Since for me, a large appeal about rhythm games is that satisfying music/beat sync that really gives that juice that the music does for you.

Other than that, I enjoyed the really great visuals, the, main timer, the general premise, the music choices, and the colors and mechanics of switching and flipping around trying to get things in. I had to check this out even with [15 minutes remaining] on the clock.

Thank you for submitting to the game jam!


Okay this was fun!

I love the main mechanic of getting new parts to give yourself enough time. Even if they aren't exactly great you are gonna need something. And I think the concept has a bit of potential.

Other the missed opportunity of maybe an endgame where you try to dialogue your way out to win before you die from bounty hunting (hmmm.. questionable intention okay this may be a bit iffy lmao), I think I enjoyed it overall. I love the whimsy and soul in this one as well.

I knew I had to stop by even if I had [33 minutes remaining] and damn the rating count is a bit lower than I thought. Still...Thank you for submitting to the game jam! 

This is well done! I think its my first 5/5 in all categories and general presentation.

The world building at the start, the little flavor, the nice composition of elements. I love the characters and tiny snippets of personality to each individual. Also screw the rats, never wanted to chase and bash in a while lol.

I enjoyed it thoroughly and the checkpoint system is well integrated. Making failure tolerable and a platform for continuing the battle further. The final boss felt like a nice finale, although I do wish that controlling the board and keeping the region clear of fixes or mouses would have some reward, rather than going for complete focus on the boss and only going through and fixing when time is running out. Mainly as a reward and encouragement for the player's mastery of fixing so far.

The audio is not only good but also dynamic, as it slowing down as the timer reaches 0. I love just the compositions and emotions and movements through the music, and definitely something ill check out again later.

I love the incorporation of the theme in its art, setting, main mechanics, and the timer, it's a countdown to try to get the clock tower as stable as possible after all!

Other than that, there may be a few things that might be adjusted, but they feel like nitpicks (like shading on the pipes type level of adjustments lol).

I've got [46 mins remaining.] but I knew I had to stop by and rate this, thank you for creating such a wonderful piece for the game jam! I'm glad to see this here!

Thank you! The idea can be quick to get for some, and I'm glad it did for yours and the main core loop takes drive in the addictiveness. If you had fun that's really all that matters kek, and the score means you went really far.

Thank you for playing!

Thank you so much! Yeah the launch going up was one of the cool things I thought on in order to get more "resources" so to speak. The first level basically forces you to know score, card sequencing, fuel, launching, and limited actions as I didn't have the time to explain it... but I guess it did work well for your end. After that yeah, the experience is pretty much understanding the cards and finite resources you have and make the most of it!

Anyways, thank you for playing!

Thank you so much! Yeah it gets tricky at the start but after it gets fun, the concept is always the strongest point and I'm proud of it.

The level design is well done, and I love the theme incorporation and general enjoyment!

I love the squishy animations, the jumps feels right, the well i guess iterated cubes coming in and out of the objects look so nice, the music feels satisfying, (thank you btw for the crt toggle, I usually like playing if its more clean), and really I don't have anything majorly negative. The bugs only occur with pressing R/Q at incorrect times, which probably can be cleaned up.

Overall, just well done! Thank you for submitting to the game jam!

This is incredibly cool!

It's so whimsical, even has a hidden tutorial on learning how to deal with the guards before the final part! The sound effects (especially with the pew pew and the no 2d-fication wall warning). The level deisgn is cool, the difficulty feels alright and even forgiving with the respawns, the cat.jpeg being the evil one is lmao. 

I feel like 1d could be something where the character goes orthogonal to the 2d mode, but I can see it being tricky in general kek. 

I'm so suprised on how the multiple modes of side view, isometric-esque, and 2d plane makes for wonderful gameplay and even in its implementation. Counting down dimensions lol.

The boss fight is a good test of the player skills, and overall... 

Yeah overall, great game, I'm glad you've submitted to the game jam!

Oh this is amazing!

I really love the music, somber yet playful, the lore was a nice touch, the general finite resource management is well done in the game loop, as you try to well reach the objectives while not starving. The sound effects and general movement is also great.

The only thing that felt off was the new island generation, it feels a bit too dizzying for the new lands going in, but perfect for leaving land.

I could see this being a part of a larger place with trying to find old ruins, or other travelers, dialogue, providing some meta-level progress, uncovering something on what happened before. The low poly aesthetic, the artwork for the upgrades, it... argh, it's just great.

Overall great game! Thank you for submitting in the game jam!

Okay this one was fun!

Down Under - Australia + Count Down - Vampire, and of course timers. I think the general vibe and aesthetic I liked, the only thing that felt off is the camera as it was notable while at level 6, where I had to get back to the platform to attempt the collectable and the camera really gets disorienting. 

The music was really nice, feels like desert lmao, and the kengaroo (the ken is in his eyes), is so funny. The difficulty curve and the platforming is well made, with regions of cover and thinking through. The level 5 collectable was so cool and had to get back up again w/o losing time was a nice trade off. The death messages were funny (sunscreen yo), and the art especially at the end was so enjoyable.

Overall, thank you for submitting to the game jam!

Thank you! The theme use really inspired the main direction on the game, as I realized early on (Anything finite counts down in amount), so a timer, some cards, and the general search for more before you run out pretty much made the game loop feel natural. Yeah, the gameover detection isn't built for conditional cards and one of the things  I fixed for the post-jam build. The UI as well could use some work, I'm hoping I'd learn godot enough to make the next UI awesome. 

Anyways, thank you for playing!

Okay, this was wow. Yeah, it's been difficult but enjoyable as well.

I like the premise of spelling words and trying to get them down.  

But I would say it's really difficult because of the number of ways it could go wrong (I don't think it's a bad thing per se)

Threats to deal with:

  • If any letter going into your slice position while slicing, misspell is yeah like rip.
  • Didn't yeet out the bomb before it screws you over big time.
  • Accidentally starting slice mode while trying to lock things into place (sharing a key only different in hold/conditions), killed me so many times.
  • The word you got going? Yeah mr. (-------) humpty dumpty is gonna steal it. (Screw that guy btw, the catharsis I felt winning has never been so high. The I love to hate with my full guts type of guy.) 
  • Didn't get anything viable to start with? Good luck! by the time you got the set up death.
  • If one of the tiles gets off screen, the word you made while slicing is nonfunctional. 

It's difficult, a lot of the above is fair and getting better would absolutely be rewarding. The only thing off is the controls is yeah. I think it's all missing a better onboarding/tutorial since like I was trying to learn, I died because I didn't even what locking scrabble stuff looks like, another because I didn't even know how to deal with bombs until I yeeted them away; and dealing with intrusive letters by moving the locked stuff up while yeeting stuff was another. Stuff that I felt like should be taught to begin with. I'm not sure if the lack of a restart button is intentional, but I kinda just knew that I was screwed I'd pause, go to main menu and replay. The absolute dread when I saw there were 2 harder difficulties while I was playing was ??? (until I beat the game which made sense, it's just either you lose hard or they lose hard).

Overall, I love how polished and well made this is. The characters, the settings, the adrenaline, the concept, the gameplay loop, the absolute scramble to get it done right. The music is awesome, the sound effects, and just the general atmosphere of a radical experience is yeah. The tiles being scrabble as well is a nice touch. I love the environments as I fell, the bar at the side showing how low you are is really sufficient.

Anyways, COWABUNGA! Thank you for submitting!


Ah thank you for playing, um right the description should've said "the timer's one's digit is 0" I tried to add in some P.S. in the main page, but I knew it's gonna be a hard issue. If only I got the onboarding way better the game woudl be solid kek.

Thank you playing! (Or anything after, just have fun : D)

Overall great game!

The premise is pretty simple, play cards in decreasing order and the more you can play the more is multiplied and what cards are on play can be used to modify and create interesting strategies.

I've gone through a build with free 1 card plays + the variety card where you get a high + with a variety of colors, and it really was a strong build. I kinda had to stop since I would be here for a long time! I mean, better onboarding may be nicer than text, but that feels more like a nitpick.

Other than the text being a bit hard to read, the music is nice, the sound effects, the general vibes, and the main gameplay loop.... The game is really solid. With a bit more content I could see this being great to go through.

Thank you for submitting to the game jam!

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The game so overall enjoyable! The quick building sessions, and the calm space section as you try not to swerve or rotate out of control.

I love the multiple potential aspects of the game and the sily contraptions you can make as you go through this. It reminds me so much about bad piggies and still has that whimsical charm. I also liked the general art style the main character is so cute, and the music feels so appropriate with the sound effects.

Edit: and just the whimsy you have to figure out as the contraption becomes so more sily from the limited resources you got, and the fuel. Its a really well designed.

It's well done! I've had a blast, and I'm glad that you guys submitted in this game jam!

 

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Overall, I think I enjoyed it, I just had a few tingling things to see if I could maybe point out. I did get to see at the end though due to a bug where I wasn't able to die (I have no clue how it happened). But it did get me to analyze and see the general formations. 

I think mainly I wish the mechanic can be engaged more of getting stuff killed under the debris. It was perfect with the initial enemies as you get to learn the ropes how to handle them. But when it came time to the ranged and brawlers, for my experience, it's really difficult to somehow "herd" them into position, and it felt like dumb luck that the board was cleared (like the asteroid was at the perfect position). I'm mainly saying this since it feels like this is the core game loop, getting something crushed w/ player interference. I think something on the AI should make it easier to herd or more of a way to know how to deal with them effectively would elevate the gameplay. Since yeah, I think what's only missing is reliable methods to do the main mechanic.

The music and sfx is nice, I do wish there is more "juice" to it so to speak, but they're not bad. And I mean I think yall are already familar with the perf. issues on the web build so I won't say much. The bugs I encountered are like a black health screen after getting knocked/damaged by a rock when I was at the bottom, I mean not being able to be killed...

After all that, I really like the creativity of the game loop, and it was enjoyable to go through. I love the general theming and the cool aspects of a big barbarian surviving in space. The main menu and pause menu are really polished and I got to learn the controls fairly quickly.  I love the design of the monsters and the 3d + 2d esque combinations is an interesting direction for the artstyle that I did notice.

Edit: continuing on the game loop, I really like the use of herding stuff into position as a core part, and I see it as a really cool and interesting playing experience as whole for this. While on top of dodging and weaving.

Overall, I like the game, and the soul of it is still present (the whimsy : D), thank you for submitting in the game jam!

Yeah, the lack of tutorial + learning how UI even works in godot was the major issues with the game. I can't promise the review (or at least being soon ish, my list is crazy lol), since... there's still a lot for me to go through...

Anyway Thank you for playing! 

Thank you for playing! The uniqueness and criteria for each card have been probably the most fun part about this, as the potential for level design is a lot higher. 

Thank you so much! The concept is really the game's strong point, and the gradual introduction was useful to make sure the player is ready to learn / get into it. I think I got convinced from the potential comments that I may want to update it (albeit to the best of my capabilities, since the codebase is... unstable for a lack of a term, and generally inexperienced with godot). 

Anyways, thank you for playing!

Thank you for the reply! I guess big number does work lol.

Yeah, the wording was... not ideal (time and potentially sleep deprivation kicking in there), and the art/music was really my priority after the gameplay, but didnt make it. A diverse selection of spam (dopamine) and think carefully (meaning/decision making) was something I wanted to control. As long as you had fun that's pretty much my goal.

Anyways, thank you for playing! 

Thank you so much for playing! Having fun/enjoying the game is my main goal, and I'm glad it was!

Its kind of is, some of the cards are preset positionally within the "deck" and some are randomized. 

Overall, its been a great game!

It utilizes the simple premise, and the game loop is really nice. Managing the resources nice, the art looks adequate, and the theming was nice. Having to save up a pizza or popcorn to deal with threats was great!

Overall thank you for submitting!

Okay I just finished everything, and man this is so cool.

Even with the few mechanics, and interesting ways on how you've used the few elements. The level design is really good, 11 was so cool, 13 was very challenging and 14 was also so cool! The levels look nice and just understanding and utilizing the features was great.

Overall, thank you for submitting!

Thanks! I'm still so proud of the concepts, and the card mechanics kind of play around with the deck composition and current state, and still has the multiplier. The timer-related ones are the best since it rewards correct timing and mindful play.

Thank you for playing!

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Welcome! I think I knew it was worth it to at least go through since I knew every submission probably had tons of hours behind them. I felt like the game had some oversights due to time or planning (or anything else) and I wanted to point out and express properly even with the intense failure rate lmao. I think you'll do good next time, as I saw the soul in the game. Cheers!

I love the whimsy in this game. The premise is simple but I love the presentation.

(Although bois, a bit of gratitude would help ya yeah? makes the world a happier place, for youself and the homies.) I think the gameplay loop is pretty simple and solid with getting and preparing stuff to deliver. Although some of the sprites were a bit hard to see in the dark. Everything is just enjoyable really and funny.

I can't think much to say other than thank you for submitting in the game jam!

Overall, I enjoyed the game! Short, sweet, simple and satisfying!

Limited actions (counts down), timers (counts down) to create the highest score, and management of such resources, while being easy to pickup, play and master. I overall love how its all presented, the music gives the correct vibe, the controls feel really smooth

The only possible negative is it kind of forces you to be less cool and use less of the satisfying abilities (by design), so the juice is less seen... It's a tricky thing to solve without a change of the loop itself, and I can't really think much, as the only current method is not at the foundation/core loop but at the level design.

Overall I just love the execution and its done perfectly. Thank you for submitting to the game jam!

Yeah, I knew right after the level making at like 2-3 hours before the deadline, or even way before that, I knew the visuals needs to be made better since the time nature and the requirement to learn the cards quickly is the most major hurdle. Thank you on the strong prototype comment and it's why I'm really tempted to continue on this game. But I think I need to learn more about game dev and godot before I start expanding it completely. The cards can really make an entire level be built around it and I'm glad the potential is visible.

Overall, if you've enjoyed the game, that's all what I really want to happen and thank you for playing!

Yeah I do acknowledge the uh error, there were many unideal descriptions and added a P.S. to correct it. When I saw a different comment on the zero action fuel being for the score, I was going "huh?', and I realized the blunder. At least the big number go big has really got the dopamine, and as long as you have fun, I think that's all I want to see.

Anyways, thank you for playing!

Okay, so I'm someone who isn't good at 2d platformers... and wow that was an experience...

I think I got into level 6, and just at that rate after losing a couple more times, I knew that the only reason why I kept playing (lack of rng) pretty quickly became false...

I know I shouldn't have pushed myself, even with the initial dopamine of beating a level or the severe pains of losing again and again, I knew if I were to make a comment, I would at least play for 30-50 mins (I completely lost track of time), even if most of it was dying.

Stuff I wanted to point out

1. The rng aspect should be really kept to a minimum, especially with the timer. Even with the painful level 3, which was so awful of a difficulty spike, I knew it was something I can improve on and get better with. With levels 5 and 6... you have to get lucky (which is awful and what really killed me from continuing)

2. It's generally harder to practice and learn the new mechanics. I know games can assume certain platforming knowledge, but I feel like there is more potential in getting new players into platforming, if it allows for the player to really experience the reward/effort. I never really had the time and place to relearn a new section, and from my own keyboard/piano lessons, the worst way to learn is to redo the entire piece just because you failed at a different section. It generally wastes the time of the player and makes it much more annoying to go through. 

(A suggestion, its up to you if its good or not lol) This is easier said than done though, since I feel like adding a checkpoint system wouldn't be great for what the game is going for..., maybe just a new first level w/ check points being larger and simpler with many skippable/easy to dodge regions, but w/o time constraint. But in theory a place you can learn pretty much most of the entire level if you know how to. Like the jumping on top pink orbs, wall jump into orbs... Something the player has to setup or look at the level design as an opportunity while they could still practice before taking it on? Its an idea I had when looking at difficult games... Of course, there are many other ways like a practice level every stage that can be accessed through a pause menu, or whatever creative stuff people thought on.

3. I feel like there should be a banana in every "procastinated" world so to speak to encourage those who are more capable to undergo through harder variants, while reducing the main difficulty of the main levels. Optional challenge spikes are probably the best way to ensure replayability. These can have less time than the regular variant as it does depict the feeling of, if you know you procastinated youre really REALLY out of time.

Levels

- Pretty much its just level 3's procatsinated world being awful with the pink orb jump having to be insanely precise, since you have to jump at the most highest possible to clear it. Which for a level 3... not great...

- I already commented on the rng aspects, with level 5, and 6, and somehow level 2 as the skip I wanted to perform was a bit rng... (its fine though).

Others

- The movement feels like I could get a bit more control? It may make the game easier w/o level changes, but I feel like its more rewarding like jump height, wall jump distance would improve the feeling a ton.

What I liked

I did like the general atmosphere, presentation, sprites , thematics, and overall the levels look "nice" for a lack of a better term. The immediate quick to restart made this was more palatable, and I generally just liked it.

The pixel and engine choice was something I liked as I went through, the timer was adequate, not too disturbing but its there

Overall, while I think I could've enjoyed this way more, I think its still a nice game. Thank you for submitting in the game jam!

Ill post the full review as a reply, but wow first time I really went through something this difficult lmao.

Okay the main core loop and puzzle aspect is really cool! I have beaten the final level and there is a lot of creativity.

I think the biggest wow for me was the level with the goal at the top and bombs at the bottom. And the solution really made me go, "OHHHH" That aside, the sound fx choice was adequate, the sprites are nice and clear, the mechanics build up together, the flavor-esque tips, the uniqueness of each level on how to tackle them., the music is nice and mellow, in general it feels really polished.

Overall, it was great, thank you for submitting to the game jam!

Thank you! Well I guess the tutorial is a bit... yeah not the best, the concept is something I liked. As long as you have fun, thats all that matters.

Thank you for playing!

 Yeah, big numbers are fun to go through, a lot of the Thank you playing!

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Yeah, the concept I'm really nicely proud of, but all that matters is that you enjoyed the game!

Thank you for playing!

Thank you! It takes a bit, but yeah getting the hang of it is nice. Timer based cards was one of the main initial ideas and helps prevent the player from mindlessly clicking and forced to think through the levels. Stuff like ZeroActionFuel and One'sDigitMult has that inherent dynamic if its worth waiting if its optional, or risk just waiting.

Again, thank you for playing!