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WolvenStark

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A member registered Jan 31, 2023 · View creator page →

Creator of

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Sorry to hear that !

Would you have preferred it move in a more step-like manner rather than slightly delayed ?

I appreciate the feedback .

Though some players figured out where to go right away and alot of terrain is destructible to clear a path, it is not as clear as it could be about the rocks and you can get a little lost if you try to explore too far on the edges of the map or before you unlock the fire.

We had some issues in the final run for windows vs web builds with the resolution but felt we should atleast submit something for the game. I'd love to get this right on the next one.

Thank you again for playing. Happy jamming.

Smol little Gold Game Indeed :)

YAYS :

  • The music set an awesome tone for the game and has enough variance to still be pleasant after the 20th try.
  • Minimal but bright neon palette made a nice atmosphere.
  • Restarting the level seems smooth to keep trying to get PAR.
  • HUD was readible in a nice funky text.

NAYS:

  • Minimum hit didn't hit the ball alot of the time but used up a shot
  • Not as intuitive for whell the ball stuck to a surface vs when it actually slid along it. Got easier over time but was definetly frustrating at the start.
  • Could be more polish for the trajectory as you've already mentioned. I don't like how it wobbles when i'm trying to aim.

I look forward to seeing more levels in future and well done on finishing another Jam

Awesome submission !

Excellent gameplay concept executed well. Room to expand with such a solid base.

YAYS :

  • The next level up with the more complicated waves was an awesome touch that was needed.
  • The Art suits the low res.
  • Common sound effects are sharp but not annoying / Music is a nice ambience that fits the theme. 
  • Moving background was subtle but made the screen interesting. It did not fight against the harsh red/blue enemies though, so it added to the appeal.
  • Anchoring with SPACE was a neat trick but personally i found myself not using it. May be more useful on bigger maps.

NAYS :

  • Although avoiding the red was intuitive, it was not so obvious to need to hit the blue. I did realise after a few plays, and you did have it in the [?] menu so that's on me for not reading :P I feel like there could be a more obvious way to portray it / integrate that obvious link with the graphics you already have.
  • I loved playing over and over but dreaded having to use the mouse when i was just using keyboard so precisely. Add menu navigation with keys?

Thoughts : 

I'd love to see bigger grids in future too / weird shapes (eg diamond) to also explore this!

Oooh, yeeeaaah, it's all coming together.

YAYS :

  • The intro audio got me into the mood RIGHT AWAY, plus after you finish a challenge.
  • Loved the way the camera moves as you look up/down
  • The power ups seemed cool, didn't get to explore them all yet.
  • Enemies clearly telegraphed their attacks, also the different types of enemeis. Loved the doggos. Need some more variance for seeing them in the distance.
  • Character animations suit the style, and with a few frames telegraph it really well. 
  • Leaving the bodies on the ground made it easier for me to navigate my way around and add to the power fantasy - nice touch.
  • Combat is fast but requires some thought.
  • Watching other enemies attack one another really sold the ambiance as well.

NAYS :

  • Stamina bar is same colour as all the blood we're dropping everywhere, i often ignored it / couldn't see it.
  • Locking onto an enemy still felt a bit weird, can we have an indicator like an outline or our reticle to help aim. I ended up just doing combat without that mode but it seemed promising
  • Didn't rrealise you can loot foes - walked all over so many bodies :D

Thoughts

  • Potentially be able to swap the camera view from over one shoulder to the other for those who prefer it.

AMAZING submission for the themes 'Obey The Game Master' and 'You're Not Allowed To Win'.

One of the submissions i'll be sharing around / coming back to play. Thanks !

Played on WINDOWS

YAYS :

  • Enemies are simple to understand
  • Easy to pick up items and toss. Good feedback for when dumping something but would like a sound for when picking things up.
  • Level 0 melody is nice but could have more layers / variance.
  • Smooth transition to next 'room'

NAYS :

  • When the game initially started, it was tiny on my screen, but at least I can scale the window up and it kept it's resolution, also it was a downloadable .exe not in browser.
  • Not obvious who the character is at the start. Can we give them some more love to make them not look like the rest?
  • Enemy Worm firing seems a bit random / unplanned.

Very wholesome approach for the clean up crew theme.

Thoughts for future :

  • Have the enemies move in lockstep with you, rather than free-moving whilst you can stand still. This makes it move like a puzzle to solve to avoid colliding with the worms to make the mechanics more interesting
  • Adding an ORDER to dumping the scraps like a recipe so the waste doesn't become hazardous :)

Shout out to the little wormy worms, and thanks for showing us your Game Jam entry.

BOAT OUT OF WATER

YAYS :

  • Art style fits the low res graphics.
  • Able to move around the map in small sections by sections.
  • Calming vibe to it. Would love to see some small pixel animations in future.

NAYS :

  • If you try to travel on the diagonal, you can easily get stuck / the camera trails too slow behind you, espescially near the edge of an island (top 3 pxl)
  • Game says fish out of water but i saw no fish, only a ship
  • No Audio.

Other :

  • WASD to move
  • Unsure what the rest of the purpose of the goal is, no description on JAM page or within the game.

Well done submitting an entry for the jam. I look forward to seeing what you make in future.

(1 edit)

Tried on WINDOWS : 

YAYS

  • Loved the ambience even in the menu / title screen.
  • Text was very readable & I love the arrow direction design.
  • Being able to 'preview' the map / remember at certain spots, then be blind again was a nice mechanic
  • I liked the audio difference/sprite showing what i was stepping on (EG stone, grass, water)
  • If you do end up warping, it shows a little of the area where you were stuck, so you can keep it in mind when you go back to strategise.
  • The character art is very sweet.
  • Tile graphics were calming and refreshing. Looked good with low resoltuion

NAYS

  • When you hit a wall, it's just silent.  Expected a gentle buzz or nudge or a cross X indicator on the side you can't go.
  • Opening and closing your eyes without moving still uses it up.
  • Being locked into [Z] as the button not [SPACE] or [ENTER] during the intro menus felt odd.
  • At one point I warped when on top of a checkpoint and then couldn't move around anymore (as in game no longer accepted movement but i could still WARP / got stuck.

Excellent use of the theme!

Reminds me of PROXIMATE but with visuals, instead of a HUD / text heavy solution, You may enjoy that game as well :).

Tried with QUICK RACE, GRAND PRIX - GAMMA and ALPHA. on CANOPY AND CONCRETE

YAYS :

  • Implemented proper menus and track selection - Awesome ! (yay many ships!)
  • Nice transitions between scenes
  • Love the 'track preview' before you start 
  • Awesome music and sound effects remind me of classic arcade games
  • Text was readable at the low res, HUD score board at the end pretty ned.
  • Octane track reminds of other similar ones, though i am used to being able to 'jump' between sections of track rather than being knocked off.

Nays :

  • The sideways rotation control seemed very sensitive compared to the go/stop acceleration. Not to my preference, but it does suit the kind of game.
  • Similar feedback to the others, the starting track is green, and it's really hard to tell the difference between the background and the boosters.  (flames were identifiable because they were tall but boosters and slowdowns, and the edge of the track was not though i can see there was an attempt.
  • Background moves too fast; perhaps keep the effect but move it slower?

Great idea overall, and it looks pretty polished. A worthy submission.

You can hold SHIFT as you walk to wiggle backwards and out if you get stuck, but generally settings things on fire does the trick 😉🔥

I'm really glad you enjoyed the movement. His back-end and legs sometimes doesn't follow physics when you're the bigger sizes but we love the feel of it as you move around and tried to keep it as relative to the camera as possible.

(1 edit)

Thanks for the feedback. It is mainly built for web / Chrome on windows, with a web and a window build available. Even with those errors you should still be able to walk around and progress - the grey bits are rocks this is intentional. (Head straight up to the green area and near the sheepies)

Let me know if you still have issues . I'll investigate the Linux setup sepereatly.

Yes! We are still cleaning up the final UI screens for the end game screens. If you found and killed the knight then you smashed it !

Thank you so much for taking the time to play our game, We hope it brought you a little slice of joy.

Dragons ' gotta eat.