Thank you! What kind of improvements would you have liked to see when it comes to movement?
TooruPliskin
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This might just be the funniest, wackiest, and most satisfying game of the jam for me. Although very easy, and maybe the days could have gotten longer over time, I absolutely adored vacuuming the life out of everything in that room, to the point of sucking in the very RAM out of the game. Incredible!
Going through the game was simple and quick, I feel like past experience playing games such as Skyrim or the Kyle Hyde Saga had me guess the intention behind the minigames, and I could see it being unclear to different players. Visually it's pretty, and I kind of wish there were more levels/rooms to explore.
Note: You should reset all your crucial variables at the beginning of levels to their initial values. After completing Level 1 it becomes impossible to replay it as crossing the door just triggers the ending.
I really wanted to enjoy this game but couldn't seem to figure out what colors were or weren't "friendly". Also despite the instructions on the game's page I wasn't sure what the "next" color indicated? I liked the relaxing sound design. If you'd clarify these points I'd be willing to play it again!
Hey, good job on getting an ending! You can find blood in more or less hidden blood tanks dispersed around the map, or by sneaking on enemies and drinking theirs. You can also trigger an ending by defeating ALL enemies, or attempting to drink something else than blood. Hope that helps and happy jamming!
Nice graphics!
I kind of wish there was more to do in the game. Also the police system seem to be a little incomplete, unless I happened to discover a way to cheese it and didn't realize.
Aside from that one point the simple gameplay is polished and relaxing to toy around with. Perhaps the loading transitions could have been a little faster.
Cool concept, very creative and I especially loved the main menu tune. Had a lot of fun and I would absolutely play a longer, more polished version of the game.
Correct me if I'm wrong, but I believe you are basically softlocked if the boss takes out enough of your stats while you're on the bottom floor before you can climb and catch the two NPCs. My jump wasn't strong enough to get to them, and from what I could gather they're necessary to open the final exit.
If anyone would take the time to test my game for feedback, that would be most welcome!
https://itch.io/jam/godot-wild-jam-91/rate/4407487
Also willing to play anybody's game in my free time, so feel free to post yours here.
Funny title, and I liked the rock-paper-scissors backbone to the game. I have to say some variety in the grannies' voices would have been welcome as they got mildly irritating near the end of the time limit. Also, the stamina limit bar fills up a little too fast for how hard it can be to catch the NPCs.
To end on a positive note, the doodly artstyle was hilarious and pleasing, and the game sound being represented by hearing aid is the kind of detail that reveals a resourceful dev :)
Really liked this game, instant reminder of some of the classics of the genre (that, might I add, likely inspired it. A positive, being a fan of said games!)
Unfortunately didn't have the time to get through to the end as I've remained stuck for some time on the red level. Checkpoints in the longer zones or temporary boosts/pickups wouldn't have hurt in that regard.
Absolutely adored the music and its increase in intensity as the levels progressed. I'll likely play this again after the jam ends!
Thank you so much for playing Thirst for Sour all the way! Your feedback means a ton. :D
- I definitely overlooked shadows and everything lighting-related to be honest! I also planned on having some shaderwork and never got around to it.
- Initially the level was indeed less spacious with more platforms and smaller rooms crammed into it, but I felt like the added difficulty (since enemies that chase you can only be defeated by the acid pools) would deter other players from giving the game their time.
I will DEFINITELY keep your criticism in mind for my next projects, thank you again!
I loved this one. The idea is brilliant and the visuals very pleasing. Immediately evoked memories of mobile games from the best of their eras.
Like others have said holding the mouse can be a little straining at some point. Also, was the eraser meant to be knocked around like the rest of the game's props? I ended up bumping into it a little too hard and couldn't make use of it anymore. D:
I liked the game overall, especially the shop which is always a lovely addition to any" farming" game of the sort.
The enemies flipped a little too suddenly IMO, especially mid-air or just as they hit the ground, and it seemed to be random which doesn't allow for skill-based gameplay if that's what you were going for.
The way the characters are drawn is cute and I like the inclusion of a tutorial which I for one didn't have enough time for!
Was the game supposed to be on mute? I played around with the audio settings but it didn't seem to change much.
The core concept was lovely, reminding me of UT combat, precisely the reason why I think it should've been keyboard-based rather than click-based. The (visual) scaling was off for me too but that might as well just be a personal issue.
I apologize and admit there wasn't much communication in-game on how to make it work. You can stand behind an enemy or within a pot and press the F key to consume!
If you're willing to give it another try, provided that you have the time to spare of course, here is a clarification:
Returning to the exit upon:
- Reaching at least 100%
- Eliminating every enemy
- Triggering a secret special event
Will lead you to an ending screen! ;)
