Thanks for giving the game a go! I appreciate the suggestions :> Crosshair and locking the mouse would be great additions to the game but I ran out of time to add a UI pipeline into the engine.
Thuleanx
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Really cool game. The art / perspective reminds me a lot of the Kingdom series. I think the difficulty is just right.
I’m curious as to your intention with the dash ability. I ended up never really using it besides platforming and only arrow spam (without holding down to the maximum) at the monster den.
This is the coolest game I've seen in a while :>
Here are some minor technical nitpicks:
- Your jump button seems to be mapped to both on down and on release. You want either one of the two (right now clicking W once jumps twice)
- Usually you'd want jump in a platformer to be separate from WASD (so something like c or space would do). This might be my personal preference, though.
I'm glad you see potential in the game and had fun with it. I'm not sure if I will develop the game further, but I might make similar games in the future.
Also, those are some impressive records for both 0/12 and 12/12 versions. You beat my pb by a landslide at least (I think around 3 minutes for 0/12). Let me know if you do get it onto speedrun.com.
This game is really cute. The up-beat music coupled with the wholesome adventures through town really sells it for me. I don't currently own a pet, but this reminds me of the time that I did.
The two minigames were enjoyable, especially considering this was made in 2 weeks. I did find the platforming portion to be a little clunky; sometimes, I would bounce a tiny bit after I land (are you using Unity physics?). Animation-wise, I think a little bit of squash and stretch on Skippy's avatar would make him look bouncy and emphasize his adorableness.
Thanks for the high praise. If you do feel like your life is spiraling downwards though, I hope that you hold onto the hope that there will be people or things you value and value you. To be honest, this is one message that I felt was missing from the game and would love to work in had I have more time.
Looking back at it, I can see how the teddy can be menacing. My reason for its inclusion at the end is two fold. For one, I was using it only in scenes where the protagonist wasn't depressed. Secondly, I usually end all of my games on something "satisfying" as a reward for the player completing it. I thought the camera zoom + sound progression at the end would do, but with more time I would have liked to put in some particles and perhaps fix the whiplash transition to the ending scene.
Your narrative with the teddy being the killer is intriguing. I think it's the nature of this textless jam that all of the games have epic unintended interpretations.
I like how, when text is restricted, you turned to audio as the primary story-telling medium. I think other projects in the jam also utilized sound but not as the core of their story. Overall very nicely done, especially the reveal at the end. Although I didn't get it the first playthrough, the change in tone was well executed enough to convinced me to give the game another go, this time with headphones so I could catch the last part.
I know that the visual style isn't consistent, but there's charm to it. It reminds me of rpg maker games I've played back in the day. And the sprites for Scarlett are all so cute. The first part of my first playthrough was entirely about getting Scarlett to show her happy face, although I'm pretty sure now that it's outside my control.
Your comment actually inspired me to end on a higher note. I was going to end on the protagonist dying, which happened in some of the chapters of the manga, but decided against it. I recall Dylan also saying something about why stories shouldn't just be depressing for depressing's sake, and I thought I hadn't shown enough of his life before the incident (or at least the happy things about it) to warrant ending the story in such a manner.
I like the puzzle elements, although I have to admit I've brute forced some. The inventory mechanics is very intuitive, and I like the fact that you teased the player with the TV and printer that isn't immediately usable.
The analognorisis was something I didn't see coming. At the beginning, I thought the player was just any other inhabitant of this well-secured building, given that they sleep. The UI and music shifts were very well executed, and the texture on the art really adds to the game feeling polished.
[Spoiler] The last puzzle reminds me of Collatz's Conjecture, but I'm pretty sure it doesnt follow the same pattern. Interested to know what the actual pattern is (I kinda just brute forced the thing with some pruning, in particular to never go for powers of two).