First try
Skipped only one note
dreamwiener
For your future games:
Cutscenes that could be skipped on second time should be skipped or being able to be skipped. It is not a good idea to waste gamers time. I understand that the starting roll shows you stats in the end, but you probably could make it an info panel in first room, or at least allow space-to-speed from the start, without waiting first 6 slow lines of logo.
And when UI covers a big chunk of important playable space you should move it to less important space or shrink it down or make it semi-transparent or all of it.
Top-down shooters vastly limit players field of view, so it is a good tone to limit enemies shooting distance, so you are never sniped from outside of screen. For side scrollers its alright for enemies to shoot from right side of screen, but they should stop when hidden behind left side, don't shoot player in the back.
Not trying to be harsh or rude, sorry if seemed like it
I like all of it, the style, the gameplay, the levels, the story. This stuff is great!
And really thank you for saving progress. Or maybe it wasn't you? I don't know, other games don't seem to have it. It wouldn't be possible for me to complete it without it, damn browser randomly closes the tab because of right clicks. But i managed to finish all levels and collect all names.
Попался :) Прикольно найти своих в водах английской короны
I don't get why all of you so like to make precision platformers.
So couple of em feedbacks for you for future
If your game requires pixel-perfect jumps never ever make two pixel wide outline on tiles edges. Especially on 8x8 grid you have, its like a quarter of a tile. Players want contrast, to surely know where platform ends.
You really need to fix your camera scaling. It isn't right when it can become less than a room or more than a room. In godot you probably need to check Scaling Mode in Project->Properties and change it from "Viewport" to "Canvas" or "None", at least start from there.
alright good luck
Cute game and interesting rules, a little buggy though. Cards randomly jumping up or down one row when hovered over and getting stuck behind other cards really piss me off. Also does wild card create more cards when you get it? I clicked off hint screen accidentally. Anyway i think wild card creates blank buggy cards
Kinda fun jumping around on this dyson sphere typa things.
Tip for blender - right lick an object and you can change its shading mode. There are flat - each polygon will be distinct, smooth - polygons wouldn't be seen but there can be artifacts like you have, and auto smooth - it is like smooth, but not on edges with sharper angles. Artifacts you have are there because blender tries to smooth out 90 degree angle near a very thin side, and it doesn't look right.
I've kept failing to i watched the walkthrough. I shouldn't have fined the visitors? Just banish them? That's strange.
Apart from that really great job. Very polished, stylish, interesting game. Can be turned in a bigger game also. More routes with more than one stop, more types of visitors, more ways to fight them, need to combine two ways to counter one visitor (like refund 100 and then 10), commands that you need to do on passengers sometimes (maybe to get clues on other passengers), ways to identify visitors by details on sprites or by their words, visitors changing their behavior when in pair with another set visitor.
And maybe a button for sprint. Also movement could be done by holding right mouse button and conductor will move in direction of cursor, to left or to right, just sayin'