wow this is crazy fun, i'm 100% gonna have to come back to this. the vibes are just immaculate.
thebigmoose
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definitely gonna have to return to this one, was having a lot of fun with it! I love how you can whack the bombs with the sword into enemies, it was so satisfying whenever i got that shot haha. Also the sound design's pretty interesting, the music combined with no sound effects gave it this really eerie feeling that i really liked. Would totally love to try an expanded version of it!
hooooooo man, this is fun!! I looooove the whole "ammo" management thing going on here, having to constantly decide between shooting, absorbing, or letting slimes coalesce so you can get more sludge was super fun and made for a very intense finale!
I love the music here too, pretty chill while not feeling out of place with the rest of it. made a really great backdrop to everything ha.
I kinda wish the power ups were better explained? i only got two of them, and i only figured out what the revive did. It'd also be nice if the slime pumps worked just a bit faster.
You got something really solid here, I'd love to see this expanded on with more levels and power ups and such. Great work!!
God damn, when you guys brought this to the playtest i was shocked at how much y'all had gotten done in those couple weeks. Still absolutely floored, you've got so much for the amount of time put in. I love the gameplay loop, you've got that MMBN type combat going on, but with enough of your own spin that it feels fresh.
Just a couple notes, controlling 4 characters at once can be kinda taxing when everything is real time. I found myself springing for auto casts more often then not just cause it meant i had to manage fewer units. Not sure what the best solution there is though, reducing the number of units might remove some of the game's depth, maybe having some kind of rudimentary auto pilot the player could turn off/on would be neat but difficult. Could even allow the player to make adjustments while the game's paused!
Also, i kinda wish there were either ways to revive bots mid fight or just have a surrender button haha. There were a couple times where i found myself in a situation where I knew I couldn't possibly win (like, having all my offense bots die) and wished i could have just thrown up a white flag.
It would also be nice to be able to skip weapon options, or maybe allow us to repair bots in lieu of taking a weapon? Really any kind of option to heal would be greatly appreciated.
All in all though, suuuuuuupppper solid. You've got a great base to build on here and you should absolutely keep at it, I'd love to see where this goes!
Man what a treat. I still need to finish it (sorry, i want to have time to review everything haha), but I'm def going to sit down and try to. We don't get enough games that embrace frustration these days, it's great to play something that hasn't been so smoothed over.
I also appreciate how you kept the mechanics fairly simple. While I love me some complicated games, I also really love when a game has such a simple concept but goes over it so thoroughly in the level design. It makes that simple design feel complete and explored.
Great work, keep that shit up!!!
P.S I love the sonk title card lol. Was playing this on one of the CRT's we're gonna use at the showcase and it looked great
ha, this was a blast! The puzzle design is really well done and y'all really went hard with your theme. I think my only advice would be to maybe tutorialize a little bit more, i wasn't aware that rat corpses would block lasers and continue to activate switches until i did it on accident. I also really liked the music, super chaotic and fun though it could be a bit repetitive by the time you get to the second to last level.
All in all though, really solid!
ha super fun, i *really* love the concept here! Also wow, the visual polish here on a week long jam is great, it all looks so cohesive! I think my only feedback would be updating the enemy hitboxes, a number of times it felt like my bullet would clip the sprite but not register as a hit. But yeah, great work would love to see this even more fleshed out!!!
thank you!! yeah, audio is def a big next step. I've never really done audio so i think it'll be a really fun learning experience haha. I'm glad the tutorials worked out! I was really trying to go for an incremental learning thing. I think in the next pass i might have a few normal levels in between each tutorial to kinda further cement those patterns in players
woah! this was awesome!! The art, the sound design, the writing, the mechanics! All around super solid, especially for how much time we had!
I really loved the humor in everything, like somehow using the knife to cut through the river and the character just accepts it haha (ruined my run though, losing that knife is rough!!). The pixel work is top notch here too, great enemy design and implementation and god that fire looked so damn cozy! I feel like I could easily sink into this game and just mosey around the woods seeing what there is to see.
I think the only couple issues i have have to do with encounters, it was pretty common for me to run into the same encounter back to back (some of which can be *very* punishing!) and it was pretty easy to wind up in no win situations wrt combat. I feel like the latter could be helped by having the punch attack be useable even if the player has healing items.
All in all, *very* well done! I would absolutely love to play more of this, PLEASE keep working on it!!!
Really cool idea and fun use of the prompt! Took me a little bit to figure out the rules and how to even get the game started, but it was fairly smooth sailing once I did!
I also had to use the leave location exploit, the game very much didn't feel beatable without using it at least a little unfortunately. I think increasing the draw size on end turn would alleviate that a great deal, only drawing 2 cards per day feels very limiting especially when you're not guaranteed to come across every clue in one run of a location's deck (went all the way through tokyo without finding all 6!).
That aside, I had a lot of fun with this! Would absolutely play a full version if y'all continue working on it!
Thank you!! yea i feel like there's still so much room to play around with just the few mechanics I've got in, but there's still so many more elements I want to throw in :). Out of curiosity, which puzzle did you get stuck on?
Also thank you so much for the feedback! Funny enough, I actually had a rewind system (with bookmarks!) planned, but I didn't wind up having the time to put it in lol. Audio is a big thing too for sure, I'm gonna be spending time in the FL studio mines figuring my way through that haha. Also yes, faster movement for sure!! that was something i'd heard back from quite a few people so it's def top of the docket!
Thanks again for playing and putting all that thought into feedback, it's greatly appreciated!!
nothing else really, i'm still able to move around freely. Neither of the book cases do anything, the door leading further into the building is locked, and I'm still able to leave the building and walk around the outside. There's a black pit in the middle of the room I can't walk into or interact with
man, i wish i didn't get softlocked after the first VHS tape because this absolutely rules. Like, you really have something here man, from the concept to the visuals to that intro like, moodwise I would eat this up. INSANE you got made in RPG maker like, I couldn't imagine how much you had to work around to get this, serious props for that. please keep working on it, i will 100% play on release.
Also did anyone else get softlocked after the first VHS? I'd like to keep playing, but I basically can't interact with anything after that point. I think the corpse in one of the preview images is supposed to spawn, but for me there's just a big void.
man this was awesome, legit makes me want to make it on that leaderboard aaaaaaa. The spritework is top notch, the music was super fun, and I really love the concept of playing the little mini games before the main event. Like sonk said, very reminiscent of the chao garden!
it'd be so sick if you kept workin on it, would seriously be a perfect game for the Playdate! I bet you could think of some really fun uses for the crank haha.
Great job!!
thank you!! that tv was a really last minute add haha, I'm really glad it played well! Also yea, it's actually a pretty close recreation of this apartment I lived in over by the logan square/hermosa border lol. It's a kinda generic three flat outside of that weird deck, I was kind of hoping to hit an uncanny valley feel but for buildings.
Also thanks for that note! I'm guessing I have to normalize the look speed somehow lol, I'll definitely fix that as I keep working on it!