The text controls were not the best with trackpad. I wish i could have just clicked to skip the text instead of having to wait for stuff.
Fun writing though!
Very nice!!!
For me it went too fast on level 3 to play, i couldn’t really read the icons in time to make any meaningful decisions lol
But i had fun in the other two levels. Idk why it needs to wait that long between games though, that probably my main complaint. Otherwise a solid entry (can always use more polish and such but ya know. Only so much time in a jam lol)
Good job for a first game. I don’t know much about narrative games, but I do know a lot about polish.
My advice would be to dynamically size text boxes or make multiple pages. Having to scroll feels weird in an otherwise keyboard based game.
For polish, just think of giving the player a sign everytime they cause something to happen in the game. Any state change (or rejected input) should be accompanied one by both sound and visual indicator that something happened or something you expected to happen didn’t.
I almost thought the game was over after day two was basically the same as day 1, so i only went back and played the rest after reading the comments here, which suggested there was more to the game. This is not your fault, really, just an expectation from someone saying it’s their first game, so i expected it to be small lol, and so when it looked like the game started over, i thought that was it. This is not going to be an issue in the future though, so don’t linger on that so much.
Put the controls in the description of the game!
In general, reward players with lore when they complete a challenge. That is how most narrative games work. You have some main gameplay loop which is not connected to the narrative, and by completing that loop, you progress in the story. Unless the story is really, really, really, really good, players first need to get invested in the game before they want to read a lot.
Hope this was helpful!
It was fun!
Perhaps a few too many levels though, as the gameplay was generally the same across all of them.
I liked the green and red asteroids the best because those felt like they were actually in time with the music sometimes, the other ones just felt kind of bad when you missed them.
The music was a bit dissonant and repetitive at times and not really in sync with the obstacles, so while i think you guys made a lot of content, I would have probably preferred it with half the content at some more polish (especially music and art).
Good job!! Definetely one of the top contenders in terms of fun so far:D
EDIT:
Omg you guys also had an excellent tutorial. Really good job on that one! Though… I guess you could perhaps have explained yellow and green less, since people would have figured that out themselves. But i liked the format because I had something to do while the text was there:D
I gave up once i shot all my bullets lmao. That was not something i realized.
Other have mentioned the controls already. Check out GMTK’s character feel controller thingy for a better character controller.
The music was somewhat too upbeat for the game and did not fit the general theming. I also did not feel much influence on the gameplay from the jam theme.
The background art in particular was very nice however. The foreground was a tad too saturated and such but that can improve with pixel art practice.
There were typos and grammar errors and i didn’t really get the story. But I did enjoy reading the three sticky notes after i figured out the controls (probably just use spacebar for all the interactions in the game, since that is the most normal key players try when they dont know how to interact with something). It had a bit of intruige, which was nice. You did not do a loredump which was cool, and the length of the text to read was also limited, which was good (people have a tendency to write long walls of text, and nobody wants to read that much. They may want to read more ONCE THEY ARE INVESTED but not before). So good job!
The menuing was overwhelming and I did not understand why there were 4 different ways of interacting which all had seemingly the same option basically, the stats seemed like they didn’t do different things (not that i know what they did in the first place). And so the whole experience could have used some onboarding and also reasons for why there are different options in the first place.
Interesting take on the theme. I am slightly confused how the gameplay is directly related to it but i’ll let it slide lol.
I found the variety of gameplay a bit lacking (sorting is only for fun so long, so probably you just had 3 levels). BUT I LOVED THAT I COULD PICK UP ANTS.
Probably a difficult genre to do for a game jam, a little to the left-like.
Overall quite relaxing, though i could not figure out all the combinations on the last level :b
The control scheme was quite clunky, being able to use wasd would have been very nice. I did enjoy the grappling hook for a bit but i kinda gave up on the second to last level because i was just wrestling with the control scheme. The theme was loosely integrated but had no impact on the gameplay itself.
I played two and a half levels. The collision on the platforms was not one-way as would be expected, so i almost thought the game was broken on level 1 because the art did not communicate the real collision. The gameplay was some basic platforming with inconsistent ground and air speed, which led to some frustration when i hit spikes and the whole level reset. The gimmick of changing gravity was not used in ways which surprised me or made me want to see how it would be used in other interesting ways, so that’s why i figured i had seen enough of the game when i stopped playing. Do not be discouraged by my comment, I say this openly so that you can learn from it and improve! This was my experience with the game:D
I feel like there was too much going on compared to the level of polish it had. I was mostly confused throughout the gameplay, which consisted of me pressing random buttons until I think it softlocked itself in a menu (maybe that was a lose-state?). I did find the art amusing though. That said, i never got to any of the screenshots i see you have besides the “fight” screen which i got like halfway into before the game locked up. And since it was mostly a confused and not super engaging experience up until then I did not feel compelled to try again (as the outcome would likely be the same).
It’s me hahaha! Thanks!!
That was the whole idea “sing” ularity xD
Turns out making a crappy vocaloid is not that hard, record some syllables where you try to say/sing all of them at the same pitch and then you just pitch shift them up some notes. Cut consonants off after like 0.05 seconds and vowels at roughly 0.2 seconds and you got yourself knockoff Hatsune Miku 😂
↑↑←↑↑↑←↓←↓→→→↓→↓→→↑↑↑↑←←↓↓→←←↓↓→→→↑↑↑→↑←←→↓↓↓↓←←↑←↑→↓↓→→↑↑↑↑←↑←↓↓↑→→↓↓↓↓←←←↑↑→↑↑→→→↓↓←←←↓↓←←←←↑↑↑→→↓→↓→↓→→↑↑↑↑←←↓↓↓↑→→↓↓←←←↓←↑→↑↑←←→→↓↓←←←↑↑↑←↑→→↓↓→→↓↓←↑→↑←←↑↑↑→↓↓←←←↓→→→↓→↓→→→↑↑↑↑←←↓↓↓↑→→↓↓←←←←←→↑↑→→→←↑↑→→↓↓↓
Push the lawnmower up, then push it right with the box until you can push the box down. Push the box down one, then push the lawnmower around the rock until you have gotten all the grass in the topmost row. Then push the rock into the gap between rock and lava on the right. Push the lawnmower down until next to the rock and push it right. Now the right side should be fully cleared and you can push the lawnmower left with the rock.
Push it left until the lawnmower is on the grass diagonally up right from the left lava pocket. Push the lawnmower down one. Push the box below the lawnmower and push the lawnmower up one. Push the lawnmower around the ring on the left until it is in the top right corner of it. Put the box in place above the lava on the left. Push the lawnmower down two until next to the box, then you can push the lawnmower right until it is ligned up with the remaining grass and the solution should be visible at this point.
If you start like in the image I provided, the lawnmower and box should end up the other way around of what you posted. Counting from the top left of the island, the lava just on the island corner being (1, 1). When you first get the lawnmower on (4, 4), push it down a single tile to set up for the end. I hope that helps!
Well, the level itself is the currency. Which is not obvious at all. I was constantly looking for an indicator of where my money was xD Figured it was just a hidden variable since it wasn’t that important or the game was unfinished or something.
Figured it out though but yeah, I think that is not intuitive.
My suggestion would be a money counter, and that the money “skill” can’t decrease. Also adding a symbol to indicate which cost money would have been useful, but I wouldn’t detract points for that in a jam
Having to wait though the transition animation so frequently was a bit a of a bummer, especially with a lot of the transitions not doing anything, so you just kinda go to the next one.
The main element that stood out to me as being a reference to the original was that you changed character over time, otherwise there didn’t seem to be much resemblance, but there was some!
I was quite intruiged by the opening with the battery, but then the gameplay after that was something quite different, and in general i found the large amount of disjunct features and gameplay to be a bit uncohesive and I think focusing one one kind of gameplay would have made for a stronger game. I ended up giving up in stage 3 or 4 i think because i couldn’t see anything due to red all over the screen lol, so putting that on the correct layer for something cosmetic would be good as to not obstruct gameplay xD
UI besides that was decent though
Was very fun!
Won on my second try, where i didn’t immediately put the minions on the sacrifice thing lmao
I struggle seeing the elements of the original in this one, if I’m being honest… Progression path was very clear, the only thing i could have wished for was how many waves were left and what the next wave(s) are.
Audio was pleasant and appropriate. I think a bit more sound dedicated to the enemies and the hero would have been nice, so it gives more of an impression of a battle happening than it currently did. But good job on it despite this nitpick!
The UI appearing on top of the thing i’m hovering was quite annoying, and the text also taking a second to appear also did bother me a tad (I guess that’s medicine for my own game in round 1 LOL). Furthermore i did figure out the money thing, but that was very counterintuitive, I would have expected a normal kind of stat as money, and leveling the money thing would just give one more coin or something.
ALl in all i did enjoy this entry quite i bit though, an incremental game just never misses, and having to engine build while allocating resources to defense is just a true and tried good gameplay loop that doesn’t fail.