Wow, it's extremely impressive how authentic this feels! The visible grid of pixels, the afterimages, the menu design... its all very Nokia. Being rendered on top of a Nokia phone doesn't hurt either! The gameplay is neat too, an interesting physics based puzzler with the nice addition of coins as an optional objective. I couldn't manage to make it past the "thread the needle" level, but I very much enjoyed what I played.
Veralos
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Wow, very impressive amount of a content for a jam game! There's a lot of levels, and a good variety in enemies and obstacles. I enjoyed making my way through all the challenges. The sound design is a bit off though. The sound effects aren't very Nokia-like, and the one jump sound gets a bit repetitive. Maybe you could have different sounds for wall jump, double jump, and bouncing on an enemy? That said, the visuals are very nice, and I appreciated the little cutscenes at the beginning and end. Incorporating the classic Nokia ringtone into the story is a fun touch!
Fun concept! I like the variety of technically accurate music and how all the characters have unique portraits and in-game sprites.
I feel like the difficulty needs to be toned down (or at least have an easier option) because even just at the second level the arrows came so thick and fast that I couldn't manage to keep up.
Very cool concept! I like how there's a natural risk vs reward with trying to maximise each cut without putting yourself in too much danger. There's also some clever things you can do with the mechanics do like trapping enemies away from the others. It got a bit too hard for me though; I couldn't manage to beat level 8 (4 enemies with 10 cuts).
I love the concept of this game! Very fun take on the theme with the whole "screw luck" angle. It's charming seeing all the different ways to mess with luck that get introduced over the course of the game. The ending is very cute too. My one complaint is that the hairball takes a bit too long to recharge, which means the levels tend to involve a bit of waiting around.
I haven't played many old-school roguelikes, but this a very well made one given the time and restrictions! The controls feel a bit unwieldy at first, but I appreciate the amount of flexibility they offer when they let you move and attack in 8 directions. Plus it's turn-based; spending time fumbling with the controls isn't going to hurt. I didn't get too far (got obliterated by the first mushroom I encountered) but I enjoyed what I saw!
Neat game! I like trying to time your shots to hit the falling bottlecaps while falling, while needing to be careful about reloads. While it would nice to have an ammo indicator to make predicting the next reload easier, I did really like the reload sound and visual effects. The visual presentation is very strong in general!
I might be missing something, but as far as I can tell there isn't a fail condition.
Very cool card game! I like how each opponent has their own name, portrait and gameplay style. I tried twice and ended up losing to the Duelist both times. It's cool being able to buy upgrades as you go, but I'm not sure they all work properly. I feel like the Joker and keeping cards on draw didn't always work. Or maybe that's just me coming up with an excuse for the Duelist kicking my butt!
Fun little racing game! I really like the graphics. Having legible 3D rotation of a vehicle with a such a limited resolution and colour palette is very impressive. The gameplay is fun too, even if being able to win by just smashing into all the racers may be a bit overpowered. Very satisfying though!
Extremely impressive game! It's a very full featured metroidvania considering the time and (jam-imposed) technical limitations. A map and inventory screen, multiple bosses, a bunch of hidden upgrades and collectables... the works! Having no jump button is an interesting idea and leads to needing to think about how to navigate in a very different way.
If I had to make one criticism, it's the fact that it can be ambiguous whether the edge of the screen is a room transition, wall, or pit. It would also be nice if there was a button or something to quickly check your health.
Super cute game! I love the isometric pixel art style, especially the kamos. I like the sleeping animation and the way they cry when getting hurt. Leading them around with a cookie is a funny concept. Having Kanna as the level goal is also a very sweet idea.
It's fun commanding the kamo army. Trying to manage them when you have a lot is a bit tricky, but I think that's the point. I like how each stage introduces a new obstacle to deal with. Having different objectives to go for is a nice touch, though needing to achieve all 3 in one run to reach 3 stars seems a bit harsh. That said, the hub world is super cool with how it gives you options about which objectives you complete to progress.
Clever idea for a game! Even though it's a very different style, it still has the classic metroidvania sense of progression. It was very satisfying going back through the early bits that gave me trouble, now with several extra strokes that let me fly over everything.
There were some issues things being off screen though. In some areas the camera is locked and you need to shoot the ball past the edge of the camera to move it. In the later parts of the game there's also the issue of being able travel so far it's hard to tell where you can go. It took me a while to find the final stroke upgrade because of this. Perhaps some way to zoom the camera out could have helped.
It definitely wasn't just you. Looking at some of the larger rooms in debug mode I was getting around 100 fps, which is a lot lower than it should be and could easily go under 60 on a less powerful machine. Thankfully, there was a pretty obvious optimisation I could make - after doing that it's getting around 5 times the fps. Could probably still optimise further, but it should at least address your issues.
I uploaded a new version with this fix. Since there's no visible difference I also added a version indicator. As of this update, the game is at version 0.1.3.0
The gameplay seems like it could be very fun. The gun is satisfying to use and the levels are pretty well designed. There one thing holding it back though: The jump physics. You have little air friction (if any) so trying to move while jumping feels like being on ice. The jump height is also fixed (as opposed being able to release the jump button for a lower jump). This isn't too bad in some games, but in this one - where you're constantly jumping to dodge projectiles and fight enemies at different elevations - it's glaring omission.
That complaint out of the way, I love the presentation in this game! The cyperpunk aesthetic is super cool, and utilised well. The art in general is very well done, as is the animation for everything. The music also helps to give it that cyperpunk flair. One bit of the presentation that stood out was the hud bar. It's very detailed, but also very readable. I like the little meter for the gun capacity. Having a mini-map built until the hud is really cool, and something I don't see a lot of - even in commercial metroidvanias!
Sorry, I didn't consider that someone might want to reset their save! If you download the new version I just uploaded, it now gives you the option between New Game and Continue Game on title screen. This new version will still be compatible with your existing save.
There's certainly things that could be better optimised, though I haven't encountered slowdown myself. What area/s gave you trouble?
I had to restart the game several times because of softlocks, and eventually gave up because of this. The first is a pit in the central area (just after the starting area with the gun/dash) that drops you below the screen instead of killing you. The other is when you die after getting the grapple, but before getting the teleport. You get sent back to the central checkpoint, but now you're locked out of the area with the teleport. This is fine for most of the game, but as far as I can tell you need the teleport to leave the area down below after getting the key (the collapsing platforms respawn too quickly to super jump out).
That aside, this is a fantastic game! The art style manages to be super goofy and charming despite the low resolution. All the areas felt distinct and it was generally easy finding my way around. The music and sound effects are enjoyable too. I like the variety up upgrades on offer. The grapple was a bit tricky, but the rest were all really fun to use. My one complaint (softlocks aside) is not knowing which pits are deadly and which lead to other areas. Other than that I really enjoyed the game
Cool game! I like how it goes for a different style than the typical platformer, with more of a shoot-em-up vibe instead. The underwater setting is neat as well, and it did a good job of feeling like a deep sea adventure with fitting music and visuals. I liked the detail of things getting darker as you descend. The scenery was a bit samey though, and as a result I found it hard to orient myself in the world. Regardless, there's a nice variety of enemies, and even some pretty cool bosses!
The one thing I struggled with most is the controls. My keyboard doesn't have a numpad, so I had to get an AutoHotKey script to rebind some keys to actually control the game. It really should support WASD or directional keys. Sometimes the ship's movement would get "stuck" so that when I released all the movement keys it would continue moving in certain directions. Not totally sure if that was the game or the script, but it definitely made things awkward.
Oh, you can dash vertically! That's what I missing.
I managed to make a quite a bit further. I got up to a point where the only way to proceed seems to be by beating a multi phase eyeball boss. Unfortunately it's a bit too tough for me, and my finger was getting sore from hammering the shoot button, so probably going to call it quits there.
Regardless, a very well made game! I can tell that a lot of time and effort was put into it. The story is nicely presented with the occasional animated cutscene being an extra cool addition. I especially enjoyed being to walk around and talk to all the villagers near the start. The environment looks nice - especially the background - and the characters are well animated. The music and sound effects are also great.
The basic platforming movement feels quite good. The dash is a really fun ability, but some aspects of it are a bit unintuitive. The vertical dash thing was mostly on me, but it could have been introduced better e.g. by doing the classic metroidvania trick of trapping the player until they learn how to use their new item. It also felt a bit weird that you can travel so much further by starting a dash chain from the ground. I'm used to jumping before dashing for extra distance in other games, but here that's the wrong thing to do. I did like that character changes colour to indicate whether you can dash, which alleviated some of the issues.
The combat is solid too. The gun is pretty fun to use - I like how you can shoot in 8 directions, and have a key to lock the diagonal aim. That said, I'm not really a fan of the "shoot as fast as you press the button" thing since it gets quite tiring to constantly mash - especially when most of enemies are quiet tanky. Using dashes to dodge attacks is cool, but I couldn't seem to get a hang of the parry stuff. The Undertale-style side of the combat system is really neat, with some cool attack patterns to avoid. I only saw a couple of those, but presumably there would be more if I got further into the game.
Overall though, fantastic job!
Thanks for playing! Having a bit of knockback or something for the sword is a good idea.
I was going to point out that energy gain rate was based on Hollow Knight, but after going back to check the values for that game I'm realising that I must have mixed up the hits to fill a soul vessel with the hits the to fill the soul meter. Which probably means nothing if you haven't played it, but the point is that the energy gain should be a lot higher. Will have to try increasing it in future updates.
Neat little game. I like how you used a dual meaning of the theme. The box placing idea is interesting, but probably needs some limits to make it require more thought. I started off by carefully crafting box stacks to reach each next platform, but eventually realised you can easily ascend by just jumping and placing boxes beneath you. Perhaps there could be a limited number of boxes on screen, or maybe you could only be allowed to place boxes while on solid ground. Still, not bad for your first jam game!























