Cool demo! I clearly had the drive to continue and play, and that's good for a beginning. Wonder how it will turn out!
tatawanda
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Good take on the snake genre! I liked the concept and the use of craiyon, I had thought of this before and were wondering how it would turn out. It works well, I suppose the filter is partly here to hide the low-res of the images. Ho and I have a question concerning your time mechanic, do you store the player inputs at specific time then resimulate the player?
You can see there is a lot of work and things to do and it can make a nice game if you pursue. However, must say the gameplay and mechanics are confusing, and not well lay out. You don't have a lot of explanations about what attacks do what (and a small highlight is better than indicating the number of hte attack), sometimes i did not even know if had i won or loose (by the way, the fact the explanation disappear for the key of sword/shield makes it more confusing), I happened to catch some monster and use them instead of my monster before? I did not understood.
Well, to conclude, really it's a nice entry but maybe you should focus on making it smaller and having a better UI, it's really important.
I actually liked it, good concept. Hmm what is missing is:
- More precision on the clocks such as some visible ticks
- Nicer looking clocks (you could do as the pocket clock, have real looking clock).
- Lastly, i saw you make the differenciation beetween AM and PM, and I did not saw it until checking cheat mode. You should give some feedback on it.
I agree in some sense that the game could be faster, especially when the game feels random because you don't know the patter. However, I think it's lacking more of a checkpoint at each level: you don't want to redo everything because you got caught experimenting. Moreover, the fact that you loose the instant they saw you is frustrating, you could add a small delay, a time to fix mistake and quickly back dash.
Apart, from that nice litte game, the atmosphere is quite here and i found no bug :)
Ok I managed to break the game at the intro by doing a total reset during the game then clicking a lot, maybe you should desactivate inputs during the intro :)
Else, cool concept , rewinding the object make for cool puzzle and the art gives really early flash game vibe. I would say that it's maybe not a good idea to put the restart so close to the stasis input: several times i restarted by mistake.
Nice and simple. I kind of like the level design and the gears. As mentionned, below the punitive affect is not compatible with a game jam, when you fall from too high you just give up. Apart from that, the movement could be improved to feel a bit less sluggish. and finally, maybe adding some frames in which you can jump when you leave a platform, that's the kind of things which makes the difference.
Ok nice concept with a strong VVVVVV vibe. Like the cinematic also, really convey the story/feeling with minimalist artstyle. On the technical part, there is room for improv:
- when falling, getting close to a wall stop the fall, i'm assuming you put vertical velocity to zero everytime you collide? maybe you should just check for ground only.
- You should make a animation or a small coroutine to inverse the screen, it becomes really confusing to know which is where if you just swap
- Remove the tutorial everytime you fail level 1, it's kind of frustrating
Farmer on a planet is cool (it kind of reminds me of another game I don't remember the name thought). In terms of mechanics, i did not understood if the time of day was purely visual or affected the action you could do. Actually sometimes, I had to click twice an on action to actually perform it.
Anyway, that's a good start, as said below, do not neglect sound effect and music. It's really important to set a mood (even if it's just a background drone plus mouth made sound effect)
I really liked the aesthethic (both graphic and sound). And actually, i don't have a lot to say, because it's good at what it does. If I could make a suggestion, I'd love to move and sync myself with remnants from the past/glimpses from the future to explore a bit those echos. Actually that would make more notes to write but as a counterpart, you would be able to have them suggest instead of writing the emotion of the character.
On the technical part, it's already been precised but feedback is important for when you manage to get a note (maybe just pause the game, small animation and show the text). Finally, at least for the mouse control, if you press both input (left and right), you manage to get in the "time-travel" state without pushing any button.
The graphic design is quite nice and the sound design is cool. I agree with the comments below, once you crash you're dead since there is no way to have your car back in place. Plus, some obstacle are not visible enough. Oh, and the light works well in this setup, you really managed to get the mood: driving late at night !
The concept is cool and i liked the boss's design :) I think the fact that the boss emits red light cheat a bit the game since i never used the control input, I only pressed space when i saw red, maybe you need to recompute timing.
Some ways to improve from the top of my head:
- The camera work could be more dynamic. Give it more impulse, you're trying to sneak behind your boss dammit! So strong start + a bit of camera shake to show that you are in a hurry.
- Events that may trip you up or alert the boss. It becomes a bit redundant past de 6 hours (by the way, I won before attaining 12h, dunno if it's a bug)
- Sound design, I know it's difficult being a solo but sounds help a lot to communicate feeling (speed feeling or meaness of the boss for example)
voilà!