Really glad you enjoyed it! ^^ … I should potentially change the tag haha; wasn’t quite sure what to call it. Ooh ok thanks for letting me know!
Spiralflute
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Very solid game! I like that you can employ multiple approaches and that there was a variety of weapons to add some replayability. The art was also fantastic, and I appreciated that there was a pretty decent little story in there. I liked that the floor pattern changed as you progressed and that you used both brightness and texture differences to make walls / solid objects stand out. My only nitpicks are that the different weapon options don’t feel particularly impactful, and the floor textures are maybe a little too detailed; the floor flickers very aggressively when the player moves around, which made it hurt a little to look at. The guards are also a little less distinct against the floor than walls/obstacles and the player, and they can sometimes spot you from outside the FoV if they’re above / below you. Very well done overall, though – def one of my favourite entries! ^^
Some very minor bugs:
- The game did get locked once when Maria died; she was on the floor, but she could still rotate and there was no option to restart (this might have been due to some funky WiFi issue on my part; figured I’d note it anyway just in case)
- Maria can get stuck between walls if she changes orientation after sliding between them. I assume her collider is rectangular / ovaloid and can only fit between some walls in one direction. Very minor, but I did almost restart because I thought I was trapped haha.
Nice, simple little game! I did have to refer to a reply to one of the comments here to properly understand the UI and the intended connection to the theme, though; adding some more information in the game description and/or in a little popup at the beginning of the game might be good. Otherwise, I liked the monster designs, and the controls and loop were pretty intuitive.
Very nice work – especially for a solo project! The visuals especially felt very polished. I appreciated that there was a lot of variety in the items, the movement felt good, and the AI’s logic was pretty intuitive. The pulses indicating are a very solid visual indicator of when the player makes a noise, too.
I would have liked a little bit more mechanical variety, but this is still great for a jam submission and was nonetheless very satisfying to play for a few levels. I’d definitely be interested to see if you do anything more with this in the future! ^^
Hehe fantastic game, love the silliness. The dialogue was fun, and I loved the little eating animation (and the NPC art). Only issue was I seemed to get stuck on the side of the yellow disc in the middle after I’d eaten all the crystals and could not properly finish the game. Some map boundaries would have been good; I probably wandered way outside the map while while looking for the last gem. Otherwise, a super adorable little game – nicely done! ^^
I want to believe!
Very neat execution on the theme; I expected at least one assassination game, but this was a pretty unique format for one. I particularly liked the inclusion of the threads both as a tool and just as a cute little feature to help sell the idea of solving a mystery on a pin board. I was admittedly a little puzzled initially about how to determine who Wasn’t a threat and why targets that were previously eliminated appeared at later levels. Nice work though ^^
Thank you so much! I was confused about the skill check bit initially, but I just realized I was accidentally clearing the item hints from the buttons when the item counts updated haha ;-; That’s been bugfixed, now, at least.
I was definitely a little over-amibitious I think. The amount of dialogue-writing I committed myself to certainly came at the cost of length and time for QA / balancing / polish. Learning experience, there ^^
Very nice work! I adore the art / visuals and really appreciate the amount of detail that was put into the scenes and main menu. I did have some difficulty figuring out exactly what I was supposed to be doing (as the other reviewers have already said, I would definitely add some mechanism to give the player clear feedback and a clearer tutorial). I don’t think I managed to break 10 points (though I do play viola, to be fair). I definitely liked what of it I got to see, though!
… Otter Wilds?? Fantastic work! It felt like a very complete experience, and I liked that there were a few different simple mechanics to play with. The art was also super cute (thank you for letting us hug NPC’s repeatedly haha). It did feel a bit awkward to play without a controller since the radio orientation would not stay fixed while moving (which ended up being a bit of a nuisance getting into the last area particularly), and did seem relatively easy to miss important cells if you traveled near corners since the camera was locked to cells instead of the player. Also could not hug Rosetta ;-; A very elegantly-done little project!
(Thank you for taking the time to add a guide, too; that was very nice!)
Very nice! I quite like the sprite art (the zombies are honestly kind of adorable), and the panning camera for the menu is neat.
The performance seems to plummet after about the first encounter, though; may be worth checking your process time / memory usage in the Godot editor (debugger > monitors). The game also crashes after a few minutes, and I get a warning from my computer about resource usage that could lead to security vulnerabilities. I’d try to patch that asap if you can, for the benefit of the other reviewers.
