I agree with a lot of your points and thank you for taking the time to play my little proof of concept. I didn't have time to make a feature to sell pets after you own them or to rename them. Those were supposed to be features you could unlock along with an upgrade to make the pets assignments stick but the whole upgrade shop had to be cut. I probably should have taken away the confirm buttons they were some UI that made sense at one point but I think I streamlined their usefulness away. I want to overhaul the UI majorly if I come back to this.
Only thing I don't agree with honestly is the like and hate being the same. I purposefully left it in as a possibility to give you a chance for a pet that's neutral when it comes to like and dislike. It's pretty much how pokemon handles neutral natures, but I should have probably swapped it to say "None" in the case of them being the same.
And don't feel bad about the criticism I appreciate it. Data about what works and what didn't is super appreciated and I don't think you were being harsh.
Sourcaps
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For me I think the costs were a bit too high for the abilities. My best run where I was getting to fuck her I was only getting like 160 ish points I believe and that wouldn't have bought fire punch much less the other abilities. By the time i was making enough points to consider the abilities I was strong enough I could beat her without them. Balance is a hard thing to figure out so I am sure you'll figure it out with some trial and error
Nice game having to figure out how to stack the different things to keep the maid away from the prince long enough was good. I like the color pallet for the game and how all the details work with it. I think there might be some balance problems at least on easy the flowers feel too easy, and I wish the mini game for the pot moved a little faster. And of course more games would have been awesome but the ones there do work well. Nice entry!
Really cute game. At first I wasn't a fan of not having a consistent control scheme for the combined character but coming back to it I really liked being able to change up how they moved by who was on top it is a neat touch. My biggest complaint was the hitboxes felt off like my sword got hit by the lightning and I died. But really good.
Neat idea and I liked the look and style of it. One big issue I had was if I held down the shoot key by accident my game crashed as it couldn't handle the arrows. It'd also be nice to control which way the arrows went, but I imagine you have a list of ideas along those lines already. Really good concept though hope to see you keep it up.
Great use of the jam theme and the puzzle pieces were super cute. I like that each puzzle is short and joining to get better feels nice. Also I really liked the level select screen and that getting squished by the moving box did not glitch me out. My biggest complaint was having three control schemes. I'd have like to use space for the jump on red as well as the combined character. Or have w be the jump for both. Maybe even let the arrow keys work when combined. For me the difficulty of the levels felt out of order. I think three and four were the hardest to pull off and that level 5 was way easy. Also I would have loved to see more puzzles or mechanics that needed you to be together most the jumps could be made by solo characters. Though there might be a bug where the solo characters can do a double jump against the wall if they almost reach the top. Really a solid little puzzle game though Good Luck with the jam and I hope you keep working on it.
I was not expecting a 3d horror game, but great job! The controls worked well and I liked the astral projection take on exploring to get the keys. It had a tense atmosphere and I loved all the stuff to see on the walls. I think some quiet music would help the mood more but the silence wasn't bad for creating that too. Also i'd have been awesome to see the reaper maybe in like a cutscreen or something so you got a taste of what to look out for. The sudden breathing at first made me think that there was a time limit on being a spirit. Also as a note when I used full screen mode it cut off some of the text and screen. But i was plenty big enough not on full screen mode . Great work!
I really love the style and atmosphere of this game. The pixel art came out well and the animations are great. And the sound effects were fitting. My only suggestions were I think there was a bit too much screen shake it started to hurt my eyes a little and I had some issues where the zombies could slip past me even when hitting them and it was hard to fight after that. I'd say maybe have a quick attack you can do to shove things away and let you fight back better. And some music could really set the mood. I was playing the liluo version not the download so not sure if it's different. Really good work and hope you keep working on it.
Okay hands down this is one of the cutest things I've ever played. Super fun too good pacing on the music and I can't wait to see the other levels you add later. Only suggestions for improvement I can think of are it'd be nice for something to happen on failure of the games like an animation or reaction or something, and it'd be nice to have some sort of line more clearly telling me where I need to move things past. But I think the time you spent was well spent making a small polished experience. Awesome work.
A lot of good polish on this game. I liked the mechanics and only being able to shoot some enemies in certain modes. I also like that enemies go after your body when you're a ghost, so you don't feel safe splitting if there are both types of enemies around. The one big suggestion I would make is to have it so the enemies can't enter the space of your body so if you get touched you can quick jump back to your body and run away easier. The other one I can think of is to put a zone around the player where things can't spawn because it's no fun to have a bad guy spawn already hurting you. But really fun game, great work!
Really amazing use of sounds and music. That was the first a pixel game has creeped me out that much in a long time. The biggest issue I ran into was if you leave one character next to an interactable object like the note telling you about Jodi. And then you change characters every time you activate a door it pops up that note. The minor suggestions I have is the dialogue feels a little awkward, but not too bad and some way to move a little faster like a sprint or just a slightly faster character would be nice. Overall, though an amazing entry and very well done.
Very simple style for the gameplay itself but it works well and is consistent. The sound effects are hilarious and great and the cutscenes make me laugh way more than I thought. I need to go back and beat it later. It's fun to play. My only suggestions would be to let the balls collide with each other after a split, maybe on a timer, and make them stop a bit faster having them have to stop completely before you swing again feels really really slow.
I love that everything looks like it was made together and the concept is great. I liked that the two characters together couldn't jump it made it feel way different when they are separated. I also liked having the non-active box go to sleep to make it clear. I think the characters could have benefitted by moving faster and having keyboard controls to do splitting and joining would have been good options too. Good game though.


