you did great dude. absolutely worth the time spent honing on the aesthetic; and hey, post-jam cleanup is a thing, too! regardless, i hear you on that 'dang, it could've been better' front. head held high, yeah? you made a real good experience!
splet
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cute game! i love the designs of the angels. gameplay is simple; it feels like it could easily be a mobile game with jsut a little bit more polish.
my one qualm is the fact that the game hides the trajectory of your held object from you. it's easy to intuit that you have to move your aim away from the star, but all i found it doing for me was making a simple level feel more annoying than challenging. instead of feeling like it makes the game better, it feels more like an inconvenience that prevents more interesting game mechanics like blockers, other gravitational bodies, etc. from coming into play, which would make this game have a lot more juice to it!
then again, it's a game jam game - you all did great for the limited time!
yeah no this is my favorite game from the jam so far i don't even have anything to say. you killed it here dude! fantastic job; the setting is great, the story is wonderful to experience, the puzzles are challenging and respect the player without being too abstruse or hard to pick up, and i just adore the aesthetic. super good job here man
this game is insanely funny and extremely fun! the gimmick is very well done and very interesting. it's also objectively extremely funny, what with how violently you explode upon even so much as touching your past selves
i love it! do more with the concept!
if i had anything to pick on it'd be the audio; the lack of music volume options was killing me as i was playing. i found it hard to lock in and focus on the time travel mechanics among the super layered synths and such
good input! i was considering adding ammo, but i started a day late and sort of kneecapped any more ambitious changes like that. oh well!
but you're totally right; gameplay-wise i'm happy with how the game handles but not how it scales. again, for post-jam, but yeah! thanks for playing!
~8000px size seems about right for most peoples' first times playing, so you did pretty well, btw
slick, tough-as-nails game that really tests my patience as a player. i love it, even if i can't get much further than the first few stardrops! wonderful graphics, sounds, and the gameplay is very inventive and interestingly puzzly for something like an orbital precision platformer.
great work, dude! cheers!
very cute little game! slick art, cozy and easy-to-understand gameplay loop, altogether a very very nice experience with a lot of little juicy effects and bits. i like it a lot! you all did great! the music and sounds are really quite lovely, too!
the stamina mechanic is a bit odd but i do get the idea - clear out your inventory by choosing what to consume rather than letting us move things around. i like the challenge of being stuck with the inventory a lot. just wish you could eat while trading, so you could manipulate your inventory a bit better!
only qualm is that there's no 'last chance' mechanic; you all have a few different random chance encounters on the road, so why not let us roll the dice for rescue if we run out? and also, it'd be nice to see how much the tax will be before getting there! it never caused me any trouble, but it's a bit odd not knowing how much gold i need to have spare when i get back.
fun little game! definitely think the core loop could be a touch more refined - like what mumin said, some familiarity between loops would help - but elsewise despite its simplicity i had a remarkably good time!
the little touches (like the music synchronizing with earlygame pick-swings) and the generally tight gameplay, save for a few bugs, were all nice to play around, but at a certain point i felt like the win state of the game was totally up to chance; the portal(s) could be anywhere, and you could just accidentally choose not to go the right direction!
i love breaking rocks, though, so that didn't bother me too much. good game, i like the idea!
Since apparently there was some tight competition for the highest score, I gave the game a go!
Ran into a glitch involving the cutting board on the way; if you put a veggie onto the cutting board before the replacement appears, the cut-lines are drawn but the vegetable is not. The cut-lines linger for a while and sort of clutter up the space, but it did not deter me from a personal best of $210!
I feel an immense, overarching dread right off the bat.
The art is lovely and very human, yet stylized very well; it creates that dread you're probably aiming for. The lack of color only helps, however I'm fairly certain that it'd give a lot more credence to the story if certain actions — like the Player almost dozing off — were actually visual rather than solely textual with the player's face comprising the only image seen.
The music assisted in making the experience unsettling as well! Are these Jackie Originals:tm:?
The choices, while there're only two of them, felt pretty logical and straightforward. I didn't really feel railroaded onto one path, even though I was.
I expect the story to gain a pretty damn eclectic sort of air, one of dread and smelling strongly of stale honey. I also expect colors, few of them, maybe colors that I've never seen before. Mom won't answer the phone, but she will be on Zoom instead.
I like it! The style is pretty slick, though I can confidently say that I want more.
Skipped one to play this because I could feel my brain buckling at the seams and I wanted to see where you had taken it.
The color of the background was simply perfect for something like this; changing the color of the background and the text completely changes the mood and feeling of the environment! I wish I actually did something like that, since the passage of time and the presence of light is paramount in my story.
I love how you changed up the Rationalize. sections to be more representative of Ishmael's inner dialogue and how it slowly turns into a direct conversation with Moby Dick itself. I also quite like how you set up each day; they start the same way, same writing, same words but something is a bit amiss each time...
Very good stuff. I love this and it's fantastic and it reminded me of why I like your stories so much.
Nice stuff! I adored the worldbuilding, but like Alekai I want More. More little flavors, more options, more tidbits and bobs... Anything would be lovely.
I found Pan's real motive of being like "yo. follow this chick for a real long time :)" to be a bit vague. I may have glazed over it, but I couldn't really find a true motive for him!
It was short, but short and sweet; I liked how everything relevant was presented, although at the same time I would've liked some more person-on-person true interactions aside from quick resolutions. But for time's sake, I completely understand where you're from!
I liked it! Good stuff.
I have no idea who Arsene Lupin is! But I will find out shortly!
I found out shortly and I love him!
The amount of branching paths and options and the sheer cartooniness of the character all add into a very satisfying, joyful jaunt out of prison. I'm impressed you managed to keep such a consistent, bubbly tone through the whole thing! Its branches are wonderfully fractal, giving a very "point-and-click adventure" sort of feeling to it, with the classic "failure doesn't matter because fun is better than faillure :)" twist.
"Bombastic Breakout" is a great name for this adventure. Can't wait to see what it balloons into!
Hercules? How about HUNK-ules? Hah!
Gosh, that's a massive window. Let's see what this is about!
I adored the activity of each choice; the agency inherent was nice, even if it's mostly aesthetic. I'd love to hear more about the city; it seems it's some strange hybrid of modern and ancient, what with the whole dumplings, pink pajamas, boulders, God-wars, and whatnot.
Good stuff! I liked the vibe of the story, and the energy in each passage was very easy to feel. There were a few grammar things, but nothing major and nothing that hurt my understanding too much at all.
One thing to draw attention to, though, is the fact that the passages are immense. It takes quite a bit to realize that you're looking at a huge block of text, and it's hard to tell what's important! I found myself looking at the choices before the actual narrative quite a bit since the passages are so long.
Good stuff, though! I liked it.
I agree with Kaz! They mentioned the plot, the agency, and the writing; it all sort of flows very nicely into a coalescent sort of intrigue, giving the player a nice level of agency while permitting each character to have a fantastic personality on their own time and as to not distract from the story's direction too much.
VFX-wise, it's very pretty! I adore the scrolling-thing you did; it looks far better than the plain old Harlowe 3.1 white-on-black abomination that I was stuck with.
The story itself is engaging, delivered in little tidbits that aren't too long yet aren't too short, either. It's pretty nice, easily-digestible, and rather comfy as well, aside from the demonic-deal overtones.
Very nice, very good! But What does Regular Girl want most? The world may never know.
I have the highest expectations. This thumbnail image is giving me the most intense whiplash and I'm scared.
OH MY GOD EVANS AND WOLVERTON MAKE A SECOND DEBUT you maddened being
This is lovely. I like how it doesn't even attempt to have visuals, though it paints a very nice picture in my mind nonetheless. I get quite a nice character-agency through it; pacing the text and using music really helps to set a tone that simple plain-twine is incapable of doing. For all intents and purposes, in terms of imagery and feeling, you're cheating!
But that's okay. You used Unity! I can't blame that!
From now on, I'll just critique the writing and such.
I adore the concept of "accidental retconning". At first I truly believed that Izanagi and Izanami were simply playing mystery rather than truly solving them, which is why the latter of the two mentioned home rule. So what's the deal with that? It's a bit crazy. I'm interested to see where this goes...
So far, though, I've enjoyed the dynamic between the two main characters and the intrigue present in the story.
I like how all the conflicting retcons are going between the two; Izanami probably thinking of The Cave by SIAMES, thinking Izanagi would get the spear as she got out... All that, now affecting the player!
Someone watched the Mystery Skulls AMVs. This entire thing is one single meta-joke-reference abomination and I love it.
So June's the antagonist! You damnable demon antagonist. I loved this one, but GOSH there were a few bugs which hurted a bit.
Whenever there's dialogue which results in a choice, sometimes you simply cannot read the dialogue properly before the choice pops up over it. When clicking to advance dialogue before a choice, the choice will appear instantly! Maybe shift the dialogue when the choice appears, or vice versa?
Aside from that, though, damned good. I'm impressed with how much music can help, and though I can't exactly play through it again due to time restraints, I'm wondering if there are more endings...
Whoops, "cultery" should be "cutlery"! I'll be talking about this as I play it and as I think of things to say.
There's broken script macros everywhere, but that's not too much an issue. The intent gets across just fine, though I would certainly fix it up!
Nuts, I hit a dead-end.
One passage completely cuts off the end of it! It appears that it broke due to the binary choice of Not getting the divorce. I was actually kind of getting into the story; it's delivered very well, actually, and despite your lack of true exposition I was able to find my place, the time period, the spirit of the time... All that. I'm impressed with your passive worldbuilding!
However, I was a bit jarred by the shift between second- and third-person through the passage. Sometimes you refer to Karenin as, well, Karenin, and yet sometimes you refer to Karenin's actions as the player's.
However, passing that little roadblock, the decisions and choices really explode. The amount of agency you give the player is truly staggering, although I'm not really certain how much each choice truly matters. It feels good!
I like that each "I'm leaving" choice smoothly transitions into the proper outlet. However, it looks like all three endings are easily accessible due to a break in the scripting. Whoops...
What's the deal with the "It's Over" ending? It seems like it breaks and leads into the "wait for her to realize her wrongs" ending. I'd fix that up, since it was a haunting, though confusing thing. I kinda liked how it looped.
Despite all the breakages and script muck-ups, I found this to be engaging and fun! I enjoyed toying with the decisions and I found it to be very entertaining. Good job!
I'll be talking about this as I play.
From the get-go I can tell that each passage is really darn long! It's impressive, although it'd be nice to break up each passage into more digestible chunks. I can also tell that this will have binary choices with at least some level of agency. I like that!
However, not knowing if there's some kind of failure-state is making me tentative in choosing the more reckless options. But I'll get to them eventually.
By being a coward, I ended up at Xi Zheng's proposition. That chunk doesn't appear to be finished, but that's alright!
One thing I noticed was that there is little agency inherent in the way you click on options; there are options, yes, but without a more nuanced look at the mechanisms of the game or what you were thinking when you made it, how was I supposed to understand that telling Cao Huan about the divergent cuisine of Wei would take me to be invited to his palace? It seems like a rather arbitrary connection to make, and in honesty the "missing everything from my homeland" choice is the more natural decision to make if you really wanted to deliberately attempt to get his help on your side. But no, it is the food. Why is that?
I feel like it would be better to flatly state the intentions you have in speaking in the dialogue choices. Instead of presenting me with the loaded decision of telling Cao Huan about the cuisine, tell me that I'll try to disguise what I want from him in the form of a plea to get some more authentic Shu cuisine. It'd be easier and provide the player some more tangible knowledge of what's going on instead of blundering about through only dialogue.
Nonetheless, the construction of the game is pretty good. It plays fairly well, if a bit under-construction, but nonetheless is rather fun. If you had to change anything, I would revise the dialogue to better reflect the intent of your character in his speech.








