It kept the good old humour and get enriched with new gameplay system. As other say, it seems the good strategy is to keep enemies sleeping. It's a wonderful game. Good job.
SunnyChowTheGuy
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In the begining, I was thinking "Oh no! it's the RPG maker turn-base battle system". ad then the game quickly finished the magical girl plotline and went to villain presepctive, which is much better.
I like the battle system. Easy to pick up. And the game have good levels to show how the simple system can offer fun experience in diffierent ways. I died several times but so far finished the game. I also try my best to colelct all coins, although I don't know what is it for.
It's a nice submission
Thanks for the feedback. I am glad the visual is appericated.
Yah! The whole concept of this game is to push player to the edge of motion sickness. The non-linear train exterior surface shump is a newborn idea. So the gameplayis still in the phase of try and error. On one hand, I feel I should lower the difficulty so that it's easier for new player. But on the other hand, I do feel this game has to be difficult to attract niche gamers. Maybe if I have more levels to flatten the learning curve, it will be better
I will keep develop this game. The current target is 2 more levels
I have to say I have died a lot. But then I figured out that I shouldn't aggreesively attack enemies, instead I should just embush at a safe spot or sometime just bypass them. I like the graphic and music.
Why rabbits? Is it a "Monty Python and the Holy Grail" reference? It's a fun theme interpretation. In the begining I really get a feeling that they are just background animals that i can kill but shouldn't. And then they started attacking me and I find out they are bascially the main enemies in the game.
I think the game will be easier if I can attack when moving.
I have played the game 3 times before rating it. In the begining is quite difficult ( I play normal mode). But after I know how to use the bomb, it becomes easier. It's exciting, energetics. The music enhances the atmosphere and the story has its humour. I like the game.
I think it will be better if player respawn with at least 1 bomb
Thanks for playing my game. I am still fine tuning the camera movement, as the game mechanic is quite unique. I hope my next version will be less jarring.
For depth perception, it's indeed quite hard to feel the 3D position from a 2D screen. My current strategy is just keep moving to enhance the depth perception.
Thanks for the feedback. I will try to fix it in next game jam. I am glad that you don't get motion sickness as expected, I guess I can raise the level up.
Limbo Express is indeed designed based on the lessons from the last few Song of Morus games. During Laments On the Brine, I learnt that a moving background makes the game feel much more intense. And during Skypatch, I leanrt that designing a stage based on real world is difficult and time-consuming for solo team. And these inspired me to make a game with a speeding train in a surreal world.
For Norton's reaction, I hope it's alright.
I like the game concept about reflecting enemy bullet, and the idea of picking side in the middle of a battle. But the difficulty of this game is really hard. The character hitbox is too big but the reflect hitbox is too small. Also, the character can't move when triggering the reflect ability, and the reflected bullet doesn't auto-aim the enemy. And sometimes the bullet hell is too dense, it's impossible to get the reflectable bullet without dying, or simply dodge.
So I feel it requires lots of luck to win the game. And ... is it me or the game directly quit when winning?
I was deadline fighting for my project so I only have time to play your game after the deadline.
It's a short but nice creation. The art is in great quality. The quiz for me is in perfect difficulty. It needs to think for a while but so far I don't need the hint. I also like the idea that game over is just waking up from a nightmare instead of a "Game Over" scene like games normally do. Can't wait another chapter, although I am not a fans of depression story. Hopes it get well in the later chapters, or at least offer player a chance to earn a good ending
I see the game is not finished but I do think the game core system is working quite well. Good job. The music is matching the game's atmosphere and i like the injury lens effect.
I suggest to ignore the "top view" and tilt just the main character a little bit. So that player can see the character in better view
The game idea of depolying maids on tower defense/food cooking is hilarious and fun.
In the begining, I feel maybe i should use the obstacles, or try controlling character to dodge bullet hell. But once I get one character to high level, I finally see what i am supposed to do in this game. I have tried several play style, and i would say investing on Jitochi is the best strategy, as her projectiles stay in scene longer, that enemies are neutralized by her shoot before and have less time to attack. So once she gets to high level, the game becomes no brainer
Some minor opinion, I feel it will be more handy if there are hot keys for items
Thanks for reading.
I have tried your game. The minigames are fun and the visual is good. I haven't made a comment on your game page, because I haven't yet got enough time to fully play your game once.
for the protagonist animation, it's just tile swapping via GBVM. The GB studio website, has tutorial about swapping one tile, but the engine actually has GBVM function that can actually swap big chunk of tiles as long as they are in order.
And for the character movement, it's just moving the overlay layer / camera (depends on which layer you are using)