Fun lil puzzle game! I enjoyed how much use one could get out of only three blocks in the second puzzle- seriously good design. Echoing others here with the want to keep my setup between runs + the arrow block needing a bit more introduction, but otherwise a solid entry.
vulkaara
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This is definitely one of the better games of the jam. Very fun, visuals are stellar- didn't reach the max cap but had a lot of fun trying. The changes in the playscreen as the levels advance are fantastic, though I find myself dying a lot in the transitions. Theme connection was a little bit weak, but as a jam game this is wonderful. Looking forward to where it goes from here!
oho this was a fun one. Visuals were solid all across, and the boss animations in particular were absolutely fantastic. Played on normal difficulty, and didn't have many issues- though it was hard to tell if some particularly airborne bullets would hit or not. Good sense of humor to it, and I always do love a good 2.5d game. The item combos were a good, if common way to pull off the theme, but this game pulled it off better than many of the others I've seen- though the hitboxes for some of the floor drops seemed a bit small.
Final boss was suitably challenging- I liked how it effectively flipped the script on player movement from the previous bosses (either chasing you or teleporting around) by being motionless as a real boss should :p
Alright! As promised. Much of this review is gonna be tentative, because I'm not familiar enough with the engine to tell what's a mechanical limitation and what's a design choice. All crit is meant to be constructive- I did really like this one, I'm just digging in.
The bosses were fantastic- the callbacks on the third boss really made it for me, especially because the adaptations removed a lot of weaknesses of the previous versions- hiding behind the lower piece of the ping pong mechanic from boss 1 was no longer a good way to avoid damage, etc. The animations were crisp, clean, and choreographed the attacks well (look at that eye tracking on the second boss! wow!), at least after I'd seen each attack a time or two.
The animations and movement controls felt good, and just floaty enough to sell the falling part while maintaining tight controls. I will take some degree of issue with the walls however- at the speed of movement, the relative (normally good) monotony, and the bright colors required by the palette, it quickly became slightly dizzying and broke up my ability to focus on the foreground action or register player movements- this was worse with some boss palettes than others, though it remained an annoyance throughout.
I'm less a music person, so the most feedback I could give for the music is that it was great, and I very much appreciated the callbacks. If a volume / sound slider is possible within the engine, I would've liked that though, to turn the effects volume up a lil bit.
Balance prolly needed a little bit of work- I did two plays, once with the bones + arm and once with the eyes, and my second go of it was much easier than the first- as sometimes one of the bones would get lodged somewhere complicated and I wouldn't be able to shoot, nor reach the third boss where it was hiding under the... water? acid? for a while. I also wouldn't call the bosses easy per say- so much as legitimately well balanced for the size and scale of the game, though I will admit I spent a minute or two shooting the tutorial skeleton in the hopes he'd turn out to be a secret bonus boss or some nonsense.
I wasn't entirely sold on the theme fit at first, but between using bits of the former bosses that also recreate their mechanics and the nature of the third boss reusing the same, I wound up sold on it by the end. Good theme use on a very classic boss rush.
I do wish you'd done a bit more with the fact the player is falling more than just on the stylistic end, but as a gamejam game this is a super cool entry and definitely one of my favorites thus far! Really did like it, and hope it does well in the actual contest!
You weren't wrong, we sure did have similar gimmicks haha- sadly ran into the loading bug after what I think was the third level, but had a quite fun time otherwise. I especially like how you blocked out the exact limits of where the blocks could / couldn't go. I'll have to play the fixed version after you upload it to check out the rest of the levels haha
This was a really cool little game! I found the secret room, and had a lot of fun exploring the level. Agree with earlier comments about the limited shots, but would also like to add that the shirt shot being the only one that could break the cracked walls was very unfortunate, especially when I got unlucky and had to sit there reloading until it came up. All that said, I loved the general aesthetic you had going on- stylistically it was pretty tight haha
Stellar puzzle game of impressive length considering the time limit! Of all the multitude of moving die puzzles I've seen in the gamejam, this one has the smoothest level design difficulty curve, starting out relatively easy and slowly ramping to the later three-dice puzzles. That said- I did tend to get rather lost on the later levels without being sure if my long processes were how it should be working or not- might be nice to have some sort of... leaderboard? of how many moves it took the creator to win each level as a baseline.
Very fun little game- I enjoyed the variety of weapons and the enemy bullets being friendly-fire enabled. The base movement speed felt a bit slow though, along with what previous people have mentioned about weapon balance. I'm also a big fan of how easy it is to tell that a weapon swap will be occurring, since that allows one to back up and plan for the change.
One of my absolute favs so far. Turn based combat is a win, especially as well balanced as this, the custom art (and music) for the human characters, minifigs, and backgrounds is stellar, and Stewart is just. that's what it feels like to dm sometimes- I feel like this encapsulated the mood of an average dnd game perfectly while also having, oddly, Paper Mario vibes (and I mean that as a tremendous complement.)
I did run into a potential bug with the DM's monsters where one died of poison, the other didn't get to take its move at all, and I suddenly acquired all dice at once. which! not complaining, but didn't seem intentional haha.
My man lived by the rule "Any fight you can walk away from." He got into a shitton of fights, lost most, went drinking almost every day of his career, and stitched himself up in shady back alleys to catchy music. He lasted 40 days, a little over a tenth of a year, which judging from the other comments is almost a lifetime in this hellhole of a town.
Seriously. Great game, nailed both the atmosphere and the emotion of being the miserable little sheriff in a dead-end horrid little town you'll one day leave in a nice box shaped just for you, assuming you don't get hit by a train, eaten by a bear, or buried in a shallow hole that an anemic, underfed, and grateful vulture will pull bits of you out of later and get drunk off.
(Translation: great game, mostly luck based but survivable with careful resource management. let me know if you ever publish another version :p )
This took me a solid 30 minutes of playtime to beat and I enjoyed it greatly. The funky movement and environment made it a lot of fun, and for a game with so many moving parts, there were surprisingly few bugs. (The only one I encountered being a cannon bug where sometimes they didn't shoot you as far as they should.) Beat with mouse & keyboard, including climbing the books manually :p
Nice solid game! The overall atmosphere of the game was on point, and I played a couple of runs just to see how far I could get- very enjoyable once I figured out how everything worked. My final run ended at level 12 or 13 after I took either 12+9 damage or 129 damage on a crit.
Since you asked for critique- the biggest space I can see for an improvement (besides a possible tutorial and extra features now that it's not on a time crunch haha) is in the UI. One I got into the rhythm of it, I could tell when at least some of the monsters would attack, but being able to see a turn order would've been very nice, as well as hopefully being able to see all my unlocked skills at once even if not all of them are active at a time.
On that note- skills! I liked having to use attack / defense to charge skills, but the ui for them was also confusing and probably needed adjustment to make it a bit clearer, especially since it was bugged for fullscreen.