That's fine, I will be updating the game in the meantime so whatever version you play by then would be hopefully way better than it is now.
Undaex
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I did update the game and so that should have likely fixed the issue with the particles I think. There could be some stuff that I still missed out on. But yes as for the other stuff you mentioned, I did make like a more proper tutorial for the Game, so hopefully for the most part that does explain how the UI and the gameplay functions..
I am not entirely sure how you mean weird in regards to the Hall though, the only thing I can think of is like the second camera not fully showing the downward path, so i kinda tweaked it a bit so the path is more visible now..
As for the third point yes I have considered how to develop the gameplay further, I am still not sure about all its details yet, but it most likely wouldn't be just straight up stats boosting upgrades. I am considering it to be more like Charms from Hollow Knight, with a proper build of sorts that kinda stacks together. The details are still hazy but thats the general idea. Hopefully its fun.
Either way thanks for playing the Game.
I did work on a bit of those tweaks you mentioned so now atleast the game should be somewhat understandable in what it is trying to do. It has a more clear tutorial atleast but yes it does still end after the first day. The Endings of the game there are basically the route i see the story taking but nothing is set in stone yet. Glad you liked the Atmosphere, but yeaa the music does get repetitive after a while, I was kinda going for the Yume Nikki vibe but probably didn't reach that level of clarity yet
It has been a week but I did work on most of the things you did suggest so that took a while. But yes the game right now does basically end after the first day, I was mostly interested in getting the main gameplay loop done and see how people interact with it. This version is technically similar to that, but the main difference is that as you said it needed a more traditional tutorial, so did that, i am hoping it does make things make more sense.
The footstep particle thing was something I was supposed to fix ages ago but just slipped my mind. As for the lag issue, i had like a general idea of why that was happening in the previous version. It is kinda happening now as well not as sure why though but would figure it out soon enough. Forgot the Audio bit, will see what to do for that as well. But yeaaa thanks for playing the Game.
The game for the most part is plenty fun, and i reached about till the point where you recruit everyone but didn't do the any of the Mini bosses that come under the Neo Leader Squad. The Game also has the right amount of difficulty too, since i did fail a few times so couldnt completely steamroll the game without strategy. Also did like the hints in the names themselves of what the type of character it is, took me a while to realize it though. Another thing is that even though I haven't played the first game, calling back to it seems kinda fun, gives the world a feeling of more happening in it.
Two issues I can think of are that the Charlie Cutscenes, both of them did lag like a lot which i don't imagine is intentional. Other part being that while the gameplay is fun, after like the 9 times I did it, felt like kinda repetitive in its structure, maybe it does get better and the mini bosses and Final Boss has more variety I didn't reach there so not sure. Just the characters having different types of attack moves didn't feel like it meant enough of a variety in the actual gameplay.
Considering I didn't really die at all, i wouldn't say the game was particularly difficult but I did get close to it plenty times and was still about to weasel my way out of it mostly by using the plasma shield. One thing i do think could be an issue is that I didn't really feel like i needed to Move at all, since most of the damage seemed that it could be just be tanked for and then outhealed since enemies targeted different ships each time.
I completed like till the Third Level, so basically the boss fight one, and considering that I reached that far, means the game is pretty good, all things considered. There are a few things that still have to be taken care of though.
Mainly the lack of SFX is very much noticeable, so a lot of things that should have very high impact, do kinda lose a bit of there Juice, but i am sure that's something you are already working on. The other thing that felt a bit off was the Character Designs, i imagine what you are trying to do was something akin to how different worlds have different types of people in it so they feel and look different, but that doesn't as much work in this, especially the Dronghur Leader he when compared to the Main Characters feel a bit too jarring.
Also the Main UI screen probably could do with a bit of Rework in style, especially considering I do like the style its in the Play Menu, so just anything that doesn't feel like the default font options of Godot.
The Gameplay itself I am not sure I have much to critique for since I don't play enough of these types of Games, but all the cards and the way they work feels like a unique enough compared to the other deck builder games i have tried before, and it all works in the Setting. Also while the first cutscene did feel a bit goofy, the second one was pretty cool, even though stylistically it felt way different then anything else in the game.
So about the Breakneck , it mostly came down the UI reminding me of something like the WWE Career mode option, but I did actually start with Breakneck only, issue was that I just lost to the first enemy twice, basically by going outside the Ring myself, mostly because the controls were new to me, and probably also because of the part where I skipped a lot of the Tutorial Text.
And after that I just went to the Brawl and that felt way more Streamlined to actually play the game, so did that only until I could beat the AI in hard. I did fill the form, so now do realise the part where Breakneck is supposed to be more of a Roguelite which does actually sound pretty fun at least compared to the Career path i was initially considering.
I do love the idea of a Beyblade game, and the gameplay was basically everything I imagined it to be so thats great. I am still not entirely sure if I understood most of anything about the Game, but I imagine it similar to a scenario of normal fighting games where any casual player would get immediately destroyed when playing online, atleast based on the amount of stuff that was on the Tutorial. Probably still not the best idea to have so much stuff right at the start though, it feels like a situation where you need a basic tutorial and an advance one separately, since I did basically start skipping over text when i realised how much of it there was.
I did figure out that Reina is probably the best character, since even without knowing anything I was actually able to beat the AI at hard difficulty in both the 1 vs 1, and free for all, so plenty satisfied with the progress made. Didn't actually do the Breakneck though seemed like it would take too long.
The Game does do mostly everything right, the one thing that did feel kinda off was how big the Menu Buttons got when they were hovered on but that's just a minor nitpick.
I played for like 30 min and reached like Floor 46, the core game loop is plenty strong, the only issue I did have was that I felt the game was progressing pretty slowly, considering the amount of Floors I had went through. And then I realised I was Stupid.
It took me till Floor 36 to realise that the base pickaxe could be Upgraded and that only happened when I was trying to get the Stronger Pickaxe which needed the base one to be Max. I have no idea how I missed that, but would definitely helped the feeling of slowness I guess. But also it does mean that not much options exist to feel like there is progress being made. To be fair, I imagine more things would come up later as well, but maybe some of it could come sooner. Just a thought that one.
Other than that the Game feels pretty nice overall, and all the quality of life features are great too, wouldn't have played the 30 min if it didn't have the Hover option. The Game also has all the Juice options an incremental game like this would need so that's all good too.
Also I read this being a thing related to Metal Poisoning and so maybe then you should go even deeper into the surrealist nature of it, that would also give the Game that unique identity it needs. Maybe that does happen later on already so don't know about that.
The Audio might have been due to the type of file you were using since Godot does behave a lot differently between the ogg and wav files, not entirely sure about that. As for the design, Also I think for the most part you did pretty good design wise, the game was a bit challenging but never unfair and getting good is the part which is most fun in these type of games so its all fine. it is nice to create something you would like yourself.
I am not sure if it was because i bugged something out or not but just the same characters kept coming back asking for the same thing again and again, but if it was intentional then I do think a vaguely progressive storyline is a much better fit for this type of game. Also seeing how some characters do mention coins that was probably a skipped mechanic of the game but that would help a lot too on the gameplay feel and decision making.
Took me a while but I did actually manage to finish the game. There were a few bugs like the audio stopping midway and stuff which was fine since nothing game breaking. I do love the texts you added in between which added its own little charm to it. The Platforming and Character control itself was quite nice too but considering how paced everything usually could be, just the waiting period for stuff to come back was a bit much/ Not sure if that was just a me issue though.
I think the character art for the third character bugged out so couldn't see what they looked like but yeaa the art is quite nice and you have made each character story quite specific and unique to them, so that's pretty nice too. The only thing that felt missing was knowing the consequence, like if the letter was written badly and miscommunicated something then the character would come back to tell us about that. Or maybe just the part where they tell how it went. Just some food for thought if you pursue this further. It's still quite a nice game.
I think I reached the End or it could just be that the game glitched out, probably the latter considering how no one showed up after Girlfriend character's second appearance. The game itself does need a lot more fixing for a lot of stuff but that's part of the course for jams. Hope you are able to do a polished version soon, since the idea itself is quite nice.
Well I am especially bad at this, so couldn't even beat the second enemy. The overall sprite work and audio is really nice, I do wish you would have regenerated health after each battle or something like that. I think another thing that you could have added is like cumulative damage when doing an especially good combo. Combos seem pretty important for a Fruit Ninja type game.
Good on you for finishing your first jam. I finished the game assuming saving the Archer was the main goal. I am sure would iron out most of the technical issues of the game later on, so here's something else. Don't miss out on the thumbnail you use for your game, it is really important and generally if you don't put one at all, lot of people would skip right past it. Just something for your next time, hope you do it more.
I played like 6 cases and here's what i think.
The game probably would have benefitted more if instead of several different cases which end in three turns, it would have been just one which was more fleshed out. Since for most of the cases I could just read the key fact and then click on the same option three times and not fail which is probably not intended.
It is well made in terms of funtionality, but yeaa font was a bit too small considering the size of the Window.
I really like the art but man was the third level hard to get through. There definitely needs to a type of distracting mechanic with which you can make them remain separate. And also maybe a way in which you can move the camera even when while hiding so that you have something to do when they are on top of each other, probably would add a bit more skill if you can't actually see the camera while moving though. Just a thought, its still quite nice overall.




