No need to apologize, all feedback is helpful it reveals how people feel about the game (which is the most important thing) regardless of what is happening under the hood.
vex_dev
Creator of
Recent community posts
Thank you for your feedback. You know its interesting how playing a game can sort of be like archeology, revealing the changes and decisions that happen through out the development process. I say this because your suggestion about the game editor was exactly what we were going to do. The dungeon crawler developed into a level editor where you would be able to change elements of the playfield by purchasing them with souls and unlocking them from the shop. Part of this was the idea to add "boss rooms" where the player could add the boss battles as rooms in the playfield, sort of like a dungeon. Due to time constraints the editor never made it in in favor of overall pinball play which took longer than expected. This is why you see things like destructible elements and blueprints in the shop.
From my perspective I find it interesting that your unfiltered play through reveals decisions made at different steps of development that in a normal game development cycle would have hopefully been changed to match the new direction of the game, say moving the pinball camera to the normal high up perspective or foregoing the room idea in favor of just one pinball course.
Either way, the plan was going to be that you would start with a few elements, some would be locked until you progressed, then you would unlock them and add them to your playfield. In the end, there was no time to add the editor, so it was decided that it would be more fun to have a playfield built with all of the elements than an empty playfield with two or three elements and no way to unlock the more interesting stuff like the orbit.
Thank you again for your feedback. Where we go from here is determined by more play testing and trying out weird ideas until we find something thats fun, the editor? The dungeon crawl? Something entirely different? Either way, your comment shows you really cared to be observant of the game and while that means you caught all of the problems you also revealed so much about the intrinsic flaws in the game making decision process and how that process could be improved in future jams, which I think is infinitely valuable.
Wow this game feels way more polished than anything I've made. Congrats on a cohesive style, setting, and great camera work. I think some actions could maybe use a little punch or juice to give the game a little extra. The sound design was great other than the enemy attack noise being so much louder than the other sounds, but thats a minor thing.
I did run into an error when leaving the fourth level even though I was in full screen mode.
Keep up the great work!
```
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Thank you for your feedback! I appreciate the kind words, in response to the camera issues we're well aware unfortunately. The original idea saw the pinball being the "player" in a sort of dungeon crawl where you would complete a course and then travel to the next room like a dungeon, but that never made it to the final version so the camera ended up being wonky. That with my poor implementation of 3d camera shake, the small impacts feel good but lots of repeated impacts start to become nauseating. We're going to review as a team and decide where to go from here, if we continue with the project we will be sure to fix the camera.
Thank you for the kind words! I played pinball many times during the development of this prototype. The reason the camera followed the player was because the original plan was to make this more of a dungeon crawler with multiple rooms you would traverse through and the pinball was supposed to be like the player in a game like Diablo, but in the end we realized we over scoped for that plan but never reverted the change. There will be a postmortem to determine if this idea is viable and if further prototyping is in order, in which case we may revert the camera to the standard view.
Thank you again!
Thank you for the feedback and thank you for playing! The game did not come together as we had hoped it would. Our musician and audio designer disappeared during the jam and left us to try our best at sound design on top of everything else we had going on. I agree the camera shake is too strong, I hadn't anticipated how much the small camera shake would compound and our implementation was not smooth enough. We did provide a screen shake option but it is true the default is usually left untouched. We had more aspirations for the game but it would seem that five games is not enough to narrow down how to scope a game perfectly. None the less, I appreciate the feedback as it is instrumental to my progress as a game designer and programmer. I will say, the intro scene took almost no time to add; our artist had extra time so it took us an afternoon, perhaps it would've been better time spent fixing stuff or tuning the games feel but I'm happy to have finally made a game with voice acting.
Thank you for your feedback, Vex!
Thank you for playing! I really wanted to put a tutorial in but as per usual I overscope these things and we unfortunately didn't have time. I'm glad that you think the game is fun, we were working on it up until the last minute and it was heavily inspired by Pokemon Pinball and real pinball machines I played. I always try to do something unique and I hope this was at least an enjoyable and unique tech demo!
EDIT****
Typo in the credit for the musician.
If you're interested in checking out their music they go by THUND3R and the link is https://linktr.ee/thund3r_
I understand what you mean. I felt like the context of the game was important. I think its not that there is too much dialogue (especially compared to other games) but rather its just that the way we conveyed that information could have been more digestible.
Maybe spacing it out, providing a cut scene, and adding voice acting would probably make it feel better to go through, because in reality its not that much dialogue, but maybe its the presentation.
However, I think your feedback reveals another underlying issue that would do the most to making the dialogue not feel so slow, which is that if there was more content during or after the dialogue it might feel like it was more worth it.
If this was a full release I would want to spend more time on adding content but I spent most of the time working on the battle system which did not leave much time to add exploration and even more varied combat.
(Maybe making the tutorial more of a full on battle would help to break up the non-combat segments)
Unfortunately that is the nature of doing your third ever game jam but I hope the visuals and music were intriguing enough to make you feel that the combat system was interesting enough to be redone in a more refined way.
Thank you for taking the time to provide feedback, if you see our previous game jam submissions I'd like to think were getting better with every submission.
Thank you, our character artist worked very hard to make the character feels 3d while still being 2d. She has made many wonderful art pieces including in our previous game "Bleeding Hearts". If you're interested check that one out and in the button should be several examples of character art in our dating sim.
Hi! Thank you for the feedback! I would say the decision to have the battles take place in the environment instead of in a Battle scene (like in Pokemon or Octopath Traveller) was a mixture of originally wanting to design a first person game and my girlfriends love of Wizard 101. So i decided to have the battles work similarly to wizard 101 where running into monsters pushes you into a specific spot in the environment. The camera problem was a known issue but given the time limitations I decided to ease the burden on our 2d artist by locking the camera to one angle. Ideally this rotation could be changed like in dungeon crawlers such as Titans Quest. There would also be dissolve on the environment blocking the camera but getting the game play completed was a priority and honestly took up until the last day or two. The boss music was written by the same person who wrote the music for our last game. He's a talented musician and I invite him to these competitions to push his boundaries. If you're interested his credits are in the description and our other game jam submission "Bleeding Hearts" is available to play which has 8 unique tracks written by him.
Hey, interesting game, I like the concept of the moss attachments but I feel like the placement of the moss didn't matter, I would say you should continue this concept by making each attachment act differently when paired in certain shapes with others.
I also felt like I was too weak as the player, this may be a mechanic or perception issue I don't know. I would consider either bumping up damage or add some sort of screen shake or the like to feel more powerful.
Hey, Awesome concept, I would definitely expand on that. tHE IDEA OF A TOWER DEFENSE WHERE YOU CAN'T MANUALLY PLACE THE TOWERS IS INTERESTING. i WAS MOST INTRIGUED BY THE IDEA THAT WHEN THE MASS GOES TO ZERO HEALTH YOU DON'T OUTRIGHT LOSE BUT INSTEAD THE RADIUS SHRINKS. tHAT WAS A NEAT SOLUTION AND ONE i DID NOT EXPECT.
I have a few notes.
1. I feel like the player's movement is a little slow, I would make the player a little more fun to move either by speeding them up or adding a dash/roll of some kind.
2. I feel like the player doesn't need to have health, it may even be more fun if the player can't die and instead, you find some other mechanic to balance it out.
3. Unless I didn't run into it, I would add either an upgrade to have a minion retrieve some flesh for you or some upgrade to start building a radius that brings meat in. Getting meat is a great way to balance but I also feel like its too difficult to get meat at later stages.
4. There should be some way, be it a button or otherwise, to determine when to release meat, several occasions I would feed meat to the center mass when i was walking to the other side to repair a tower. Maybe you could take that a step further and make releasing meat a mechanic, to say maybe block projectiles or enemies are drawn to the dropped meat as a sort of lure. This could balance the previous comment by making it so the enemies may want the meat you don't get. This could be balanced by introducing a meat-eating enemy.