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The Renaissance Dev

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A member registered Feb 10, 2024 · View creator page →

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This was pretty fun, no notes

This was a really fun game, and I think I might play it again every once in a while, even after the Jam is over. It would be cool if you kept working on it a little. I think the only criticism I have is that the timer is a little too fast, I can hardly read what's being said and I sorta just have to guess what they're getting at, and that's just a tad too stressful. Increasing the timer by a second or two I think would go a long way. Maybe even increase the time a little every time you lose a life.

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This was a really cool idea and I'm looking forward to seeing if you do anything with this after the jam. However, in its current state, even after you get the hand of managing your sand it still feels like if you get hit by a worm a single time it's impossible to come back from, I think largely because it takes so long for you to put more sand in your timer and the fact that it glitches sometimes so it takes twice as long. I actually had a good bit of fun whenever I fought a single sandworm alone, watching my health and making sure I had enough ammo, but when there were more than one it felt like I kept getting stun locked and make health would disappear instantly.

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Good idea and pretty fun to play but way too easy to soft lock and I nearly quit completely before I left the first grass patch because I didn't think at first that you could roll the apples. It was only by chance that I discovered it. It was also really annoying to land on stone and not being able to do anything about it except quite the game and start over. I know it's a rage game, but it's still a little brutal, especially when you need to discover a new mechanic/way of manipulating the gravity of the apple and you are punished when you try to experiment. Being a rage game is fine, and making challenging and punishing stuff is fine, even leaving players to figure stuff out for themselves is fine, but you need to reward players for experimenting not punish them. If you're present a player with a new area, like when you have to drop onto the edge of a block to gain momentum as you fall, you need to allow space for mistakes in those areas so that players can work out what you even want them to do. Either that or just tell them but I don't think you want to do that with this style of game. 

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Just to make sure everyone's aware, there's a bug where you can't add ingredients to the right side of the cauldron, only the left. Just make sure you see the potion color change and hear the dropping sound and everything should be alright.

Audio and visuals were great, and it was fun to play, tho it was kinda laggy on my computer. I might have liked to see performance settings.

The artwork and audio were great, and I always like seeing games about the game jam itself. However, I made three attempts. On my first attempt, once I got the "Network Issue" problem I couldn't figure out how to step away from the computer. I pressed every button the game said I could use and I clicked everywhere I could, but I was locked to the computer. Once I got the bathroom ending, I tried again. However, I couldn't move or look around at all. So, remembering what I read in the description about the bugs I closed the game and reopened it and it was fine. So on my third attempt I went back and read the page description and made sure to remember all the controls and instructions in there and in the game and I still couldn't figure out how to step away from the computer to fix the internet.