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Tribyte

9
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6
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A member registered Dec 22, 2020 · View creator page →

Creator of

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The core gameplay feels polished, and I really liked the dash (though I think dashing might make the game harder, in one run without dashing I finished the game pretty fast. In a different run I dashed twice and ended up dying even though the game time felt longer). The sound design was also pretty good (I liked everything but the death sound). The game feels complete which was nice as well.

- herb

I really liked your characters in the game, and the animation + sound of the doors opening was awesome. I think I finished the game, but am not totally sure. I have the blue and red floppy disks. The only parts that felt missing were menus and that everything was on a gay void. The gameplay itself felt polished, though the enemy ai would pounce on me after bopping me in that big room. (I did try soflocking myself by leading one to the spawn point, and there was enough time after respawning to avoid getting bopped again which was nice). I also really liked your updates in the discord. Nice job :)

- herb

I wasn't able to run your game as I got the error `Couldn't load project data at path "Z:/home/herb/Downloads". Is the .pck file missing?` This could be that I'm trying to run the game through bottles on linux. If this is an actual non linux bug and you update the game, please let me know, I'd love to try it out.

- herb

Woah, I missed that you made this in practically day. That is insane! I'm really impressed

This game was really cool visually, and the soundtrack was nice. The only issue I had with it is that I would die if I ever attacked anything (after some time an explosion would happen killing me even if the enemies were dead if I attacked, I wouldn't explode if the enemies saw or damaged me but I didn't attack). I got pretty far. After the motorcycle part I went along the right ledge and dropped down into a red tunnel area and was able to get to the next section that way. Then in the big room with the elevator I dodged all the enemies and was able to unlock the elevator to go down to the room with the tree and boss looking dude in the center. But was unsure of what to do after that. The issues I had might have something to do with me emulating the game through bottles (I'm on linux, and I use bottles to run exe files). Nice job on the game

- herb

Thank you :)

Cyberpunkness: I state this more later in Art an visuals, but the game doesn't feel very cyber to me, though with some minor changes I do think it could fit pretty well (I could be totally off though, I'm not deeply familiar with cyberpunk)

Theme: You hack a system (both in 2d and 3d) which is infiltration in my brain

Music and Audio: I really like the button sound on main menu and dungeon sounds put me on edge (which imo is pretty good sounds), also adjusting the sound sliders did adjust the sound which was nice

Art and Visuals: I like the hand drawn character (which even as a rough draft has a nice walking cycle), and the scrolling background, I think the walking back and forth area (where you turn on power then hack) had a really nice feel to it (the hacking minigame was serviceable). Though I'm not getting cyber vibes from the game. This could be due to me not knowing too much about cyberpunk (my teammates knew a lot more than me), but in my head the cyber things I think of are tron, psycho-pass, and edgerunners. And while I like the darker tone of the game, I think for the 3d dungeon cralwer section, having really dim neon lights pulsing on the walls would tie the textures it already has more in with being cyber in a punk world (also changing the skull for like a wire creature or something), or smthng like that would tie it together, also making the 2d backgrounds panels look a bit higher tech or having tons of wires everywhere (like serial experiments lian (I haven't seen the show, but I have seen pictures), I did like the wires hanging from the ceiling) could help, Just my two cents.

Enjoyability: While short, I did like the vibes of the game, though it was a bit jarring to transfer from 2d to 3d and that Skull stressed me out.

- herb

Cyberpunkness: The Art and music direction feel very cyberpunk to me, the storyline is pretty generic, but I personally think that is fine.

Theme: The story does tell you to infiltrate a system, though the enemies attack on site so the infiltration isn't stealthy or requires you to become part of something undetected, which is what I usually think of when it comes to infiltration

Music and Audio: I enjoyed listening to the music (both menu and in game), and the menu items all had sounds when you hovered them. There were damage sounds. I tried changing and saving both volume and sound effects, though that didn't change anything for me.

Art and Visuals: I really like the pixel art, and the parallax was a nice touch. My main problems with the art were that most characters did not have animations (the boss did, but I didn't notice any other characters), and the player has a two frame attack animation (which I think was supposed to be a full attack animation (as the boss has an attack animation and is the same sprite) but I think the animation player switches the animation for walking or I'd guess idle too fast)

Enjoyability: I personally am not the biggest fan of fighters, but there was some enjoyment. I liked spamming attack through the enemies. 

Some Notes: I couldn't die, and I could spam click to kill everything on screen. Enemy variation seemed to be randomized (except the boss) which was nice for replayability. Though one time when beating the boss I did get stuck (the timer ran out and the boss died and I had zero hp but was still in game (exit menu worked though)).

- herb