That's the one!
tornadre
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Very fun game, but some big bugs that I hope get addressed: A couple from my last run:
- When levelling up, the level up reel was up at the same time as the next combat reel. I tried to click the level up, but it clicked the combat and the level up was lost, and I gained no reel benefit.
-After getting game over, I clicked "retry" and the whole game froze. After reloading the page I could continue and it took me to the correct battle with the correct stats, but I had lost all my artefacts. (only artefacts, not my items).
Thanks for the feedback! I have coyote time on my to do list. The jumps are all completely doable from farther away than you think but I completely agree that the intuition is to jump a little later than the game currently allows. The first checkpoint is before you get to the cube pushing room, you are able to skip the first parkour section completely once you complete it one time (if you know what to do, which is another issue lol). My biggest mistake is level design because it turns out the hardest part is the first part as well as not telegraphing enough about the checkpoints so that's all being redone as well :)
yep, that’s why I’m throwing all this feedback at you lol. I also remembered one other thing. When climbing, if you hit E to let go and then glide, you cannot grab anything else until you touch ground. I had this happen a couple times which was frustrating because I would have to restart my climb from scratch which took a while. Dunno if that was intended
Oh I found Maxx (you can see it's filled in in the above screenshot). I just needed the flight and was searching for it before I beat the game because I was afraid what happened would happen lol. A few bugs other than the climbing glitch:
- Below the palace to the left you can exit the world (missing collider). I almost got to the top of one of the mountains! But I took random fall damage and instantly died lol.
- From inside the "Pawty Room" you can jump through the ceiling and walk on top of it and access out of bounds areas.
- I have no idea how to open the palace. I got the key but couldn't open the doors. But the pillar to the right of the main door has no collider so you can just walk through it lmao which is what I did.
I spent almost 2 hours total in your game which is about 5 times longer than any other single game, so while I do have criticism, it obviously was a big success. Great job!
Alright I've rated all the games so I've come back to this one and I'm pausing to rage comment so sorry about that haha. I may be missing something but right now my feedback is I think you should have spent a little more time working on the platforming than the map because there's a ton to explore but the platforming is super unforgiving and/or there aren't alternative routes (that I can find) to get high up. I have spent 30 minutes just trying to jump on this one elevator from another elevator (that are right next to each other) because the double jump is suppppper finicky and just doesn't work sometimes. Any tips?
EDIT: I made it and it was the elevator to get to the chest that was not by any crystals. Also that reminds me about the crystals. I not understand the rolling, but because the laser follows you no matter what it is a little confusing. I think having it shoot at a place where you are standing would be better, and if you roll out of the way you can see it hit behind you or whatever.
Worse than that, because that's not a huge deal is that you cannot dodge while flying, and you can't tell their range, so you just get wrecked when you're trying to explore and glide around (also when you're just running around and think you're out of range). I think that a solution to all of my laser problems would be a charge up sound instead of it instantly hitting you so you knew if you were entering its range.
Hey! I really liked the little town and faries are super unique to this jam! One of the most annoying technical things was that I couldn't restart the game (escape just quit the application altogher) so adding a "restart" button would be nice. Even better would be adding a "stuck" button that reset your position when you get stuck somewhere, as you can softlock yourself in the mountains.
I also would suggest something to help you locate your mission. I wandered around for ages, but never found the grandchildren, and the old man was hard to find as well because when you see the cutscene the clouds obscure the visual landmarks that you need to use to locate them.
I'd also look into adding some different music as this was a short loop that got repetitive quickly. Adding other SFX like footsteps and nature sounds, people talking when you get near the groups of kids would be a nice touch as well.
If you continue working on this project, I think a cool idea would have a fly mechanic for the fairy. Something like a "hover" or something where you can fly very limited (with stamina or just a fixed amount before you touch ground again). That would help with the navigation issues and I think fit the vibe well.
Great job!
I think I needed to include more of a tutorial. It isn’t meant to be unforgiving once you get past any specific part because before your torch runs out you can create a shortcut so you don’t have to redo any section once you’ve completed it.
The lack of visibility is definitely important to the vibe of the game, but perhaps turning the brightness up by a small amount might help. I appreciate your feedback!
I think you have a really cool idea here. Having the freedom for all these unique and weird dimensions is super cool! I think you may have tried to be a little too ambitious with this project however, as I would have liked to see a smaller game with much more polish and fewer bugs. One thing that was tough for me was the character controller movement. She slides around a little with momentum after releasing all inputs. I also don't see stamina being very important for this game, as any time I was fighting bad guys I had plenty, but I seemed to run out only when I was looking around trying to figure out what to do lol. Great job!
Interesting game! I got really confused at the end (I think it was the end, at least.) Just when I expected to fight a boss, the game froze for a while and then suddenly I was on a village building screen which was full of bugs. I would have loved to have that boss fight, and I'm not sure what the village builder had to do with the rest of the game. I think perhaps you may have gotten overly ambitious with this project. A more polished first section with a nice boss fight at the end would have been better in my opinion.
Also I would love to see a way to "take all" from the loot screen so I could spam E. pressing E and clicking was tedious for me. I would also love a "lock on" feature for combat.
Great job!
I'm a big fan of puzzle games, and this one is pretty cool. Unfortunately for me, I could not finish it. I got too frustrated with the platforming aspect of it as I found the controller to be very unforgiving. I could see this being a great puzzle game with polish and refinement however! Also I think some of the model choices (default cylinder) took me out of the game because they didn't fit the aesthetic of the synty blocks and assets, which had more character.
It's a nice small game, though I would have liked a more polished product for its scope. A few bugs to take a look at:
There was a constant visual glitch on the main character's head from a shader.
Between "cutscenes" there was always a jerky cut when retaking control of the main character.
The boat ride feels weird as it meanders through the water, and before disembarking it clips straight through the dock haha.
I also don't know if there was supposed to be a use for the ball magic spell. I may have missed something.
The visuals and design were really nice. The movement felt smooth and well executed! Great job :)
I am pretty confused about the game works. How do you get ammo? I picked up a ton of stuff but I seemed to randomly actually get any ammo. I picked up tons of shotgun shells for example but I would actively pick up some and my ammo wouldn't go up. Other than that I like the concept of a tower defense where you actively fight as well! I would have liked to see a more unique idea than Plants vs Zombies though. Definitely give this game some polish!
I liked the game juice of the shooting, but many mechanics could use some work. One of the annoying things was the aiming system. The crosshair was constantly off to one side so it felt like I couldn't shoot where I wanted to relative to the character. I would have rather had the character to one side and the crosshair in the middle. Another thing was collision detection with the spell. the spell would sometimes hit another spell and blow up in my face, making it hard to see. I'd suggest putting self collision off on the "bullets." Nice work!!
For those who are struggling to progress, read the following (I should have included a tutorial!):
You can unlock shortcuts so future explorers can get further. If you are going as far as you can and your torch is burning out, you probably missed a shortcut that you could have unlocked. Skeletons and sparkle particle effects are hints as to what to do! :)
Hey, really nice entry. This was an ambitious project! I think it may have been a little too big for a game jam entry. A smaller scope with more polish might have been better, but this is still very impressive. Here's some feedback for improvements:
- Too zoomed in to the player character. The minimap was a very helpful touch. When speaking with other people, having the dialogue box resize the font during the convo is dizzying.
- Fix AI pathfinding. Enemies were running in random directions and not patrolling properly when they were patrolling.
- Stealth kill dialogue shows up every time I'm near an enemy.
- It's funny that you can sprint up to a guy and still stealth kill him. I'm guessing that their "hearing" ability will be added later.
- I wish I could have swapped between arrow and axe without going into the inventory.
- No audio when using a bow.
- Sometimes enemies would fall after being stealth killed but then when walking past them they would instantly stand, attack me once or twice and then fall again. I would have to kill them again while they were on the ground to stop this behaviour.
- I was able to cheese the boss by sniping him from far. Adding a dark souls-like mist gate would be a nice way to stop this.
Great job!
Yeah and I don't fault you at all for that. Very few of these games have in game tutorials and this is something I'm saying now without having done one myself for my game (and now I wish I had, it's one of my game's weaknesses LOL) so lesson learned all around.
Once you get how your game works it totally does work and it's a fully fleshed out game with very few bugs so it's honestly awesome, ESPECIALLY for your first jam!
This had a lot of issues, but I gotta say if you added some features and fixed the bugs, this could be a really really fun game!
Problems:
I had a bug where I could move after I died so I had to restart the game completely.
Picking up the limited ammo was annoying as I had to wait a while for it to respawn.
The aiming was off for me. I would have the crosshairs right on the bad guy and would miss so I would have to adjust it and "miss" intentionally to hit them.
Suggestions:
I think a rolling mechanic for the player would be perfect and so fun for this type of game.
Picking up ammo is good, but I would add a reload mechanic as well, where if you run out of bullets you have to reload each bullet one by one, which takes time and puts pressure on you while you're reloading. I'd have more ammo present and make sure enemies drop loot.
Adding upgrades like ammo capacity, damage, accuracy, fire speed would be great.
Adding more types of enemies
Awesome work! I see a future for this game if you keep at it!
Hey, great job for your first jam! I have some feedback but honestly all of it is really secondary to this one piece of feedback: I think this was too ambitious a project for a 2-week jam. Because you had so much going on the result is pretty unpolished and therefore less engaging than a smaller but really finely tuned game.
I really liked your theme. I think that it's a unique and interesting approach for a game. I thought that the fetch quest style was enjoyable, and the world felt well populated with interesting dialogue from the characters. It really shows that you're a writer and that is a big strength of yours and this game.
Some improvements I would like to see are:
The invisible colliders were annoying. I didn't know where I could and could not go because I would try to cut through a field but invisible walls were everywhere. Having bushes or trees or a fence there would feel better and help guide the player.
Jump was way too floaty and powerful.
The intro video was a bit heavy handed. I think better would be selling that stuff without telegraphing it up front. Instead the intro shouldn't be a political message, but a catch up for the player to understand where this game is taking place. The conversation with the lady painting the house is a great example of what to do in place of the intro video. It sells the idea that you're going for from within the game, rather than throwing a bunch of quotes at the player before they start playing. More of that messaging in game from the characters would be betting in my opinion.
Another example is the lady in the library. I just prefer those conversations so much more from the characters rather than the intro video.
There were several bugs where dialogue boxes (and the DJ interface) would not go away even after walking away which eventually made the game unplayable. I also found the quest system to be confusing as the yellow marker on the compass didn't point in the correct direction all the time (it didn't tell me where to find the key, for example). I think a minimap or world map you could pull up would make finding out where to go next helpful.
Again, awesome job and I think you have a lot of potential with this idea!
Yeah and they are easy changes. I forgot to mention I love the theme! I'm partial because my game is extremely similar hahah but it's cool to see the different approaches. I also forgot to mention investing some time into the audio would do WONDERS. echoey footsteps, torch burning sounds, etc. would help sell the immersion. This is totally a game I would buy/play for fun once completed!
Hey, great job on your first jam! Overall a solid game but I do have some feedback:
Not being able to run was difficult. It felt super slow/tedious without any other mechanics/objectives but also worked against the sense of urgency the situation commanded.
The placement of the camera was a big negative for me. The player took up 40% of the screen, because everything to the left of the player was basically useless because it was framed between the player and the edge of the screen. I would move the player to the side more, and make the player a little smaller in the screen as well.
Alright! I've revisited the game and with the grapple working it is much better. Now I would retract my previous criticism and replace it with having more in-game guides. When trying to figure out that I could only have 1 repair module at once, and then figuring out where to put the repair module I was confused and lost because of that which isn't fun. I would suggest turning off the particle effect on the main control panel below the timer during the repair module part because it makes it seem like the player is supposed to go there.
Finally, after seeing the input mapper, I think the input could be refined. Many of the controls aren't intuitive and there are lots of buttons for dropping, dropping while hanging ,etc. Sometimes I would also try to jump a gap that seemed like I should be able to make it, and then fall 5 stories to the bottom of the map.
Yeah it was a nice experience. The other critique I have is in the second area after you first rescue the robot you can kill all the security bots at range without triggering any of them so that a bit easy to cheese.
I liked the gameplay and the addition of the log files that you could find so really no criticism on your execution!
I do wish it was maybe a bit more original. Classic fps for the most part and the laser puzzles were nice but felt like a clone of Portal or The Talos Principle. I would have liked to see a mechanic or aspect that made it stand out. But it was very well done!
Well I did play in the browser but ended up downloading it which was a better experience but I didn’t grapple once, didn’t figure out I could grapple even then lol. I will try again tomorrow because that sounds like a lot of fun!
I had a web build for mine but ended up scrapping it because i couldn’t get it running as I wanted players to experience and was running out of time. I figured better to have fewer players play the “correct” version than more people play a misrepresentation of what I made.




