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xmada7331

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A member registered Mar 17, 2024 · View creator page →

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Thank you for playing! I appreciate the comment.

Thank you for playing! I’m really glad you enjoyed the game.

Thank you so much for playing and the feedback! I’m glad you enjoyed the graphics and the story 🫰

Thanks! I used a basic Canva whiteboard.

Thank you for playing and for the feedback! There are moments in the game where both, left and right choice, end up in the same story node and I didn’t really know how to do it, so I made the choices seem similar (or confusing, seems like 😅) so the ‘real’ choice is not major, like choosing between two important choices.

Seeing as the game has some sort of replay-ability thanks to many endings, it should have a replay button indeed, good catch.

Thanks again for playing!

Thank you so much for the feedback! It’s true that the game could use many more events with different scene changes. This was one of the last things I actually did for the game and I didn’t want to spend too much time on it so that I could work on other things.

I’m glad you enjoyed the story and thank you again for playing!

The game might have a good idea, but left me confused more than anything.

From what I understand the game loop is gathering the cards and if the card has a value of > 0 it can be ‘put to sleep’. At some point I ran out of the cards, or events in the ‘city’ and the loop consisted of add>discard until I had the cards of value > 0. Then I could go to sleep with these cards. But all narrative was lost since there were no more events on the map.

I strongly agree with other comments that the game needs a tutorial. At first I didn’t even know I could click on the door to advance to the next day, so a visual feedback (like adding a border to the graphic on mouse hover) would be a great addition. Since collecting cards is the main mechanic in this game, it would help to explain what exactly is their purpose, why is the player collecting them, why they disappear after sleeping and what does the number value mean (please correct me if I missed something, I read through some of the texts on the ‘events’, but not every single on of them).

I read your devlog and there are quite a lot of things you decided to cut for different reasons, which is perfectly understandable, tight deadline will do that do you. A shame you decided to cut the tutorial 😭. I’m glad you finally had a chance to put your idea into a game and you had fun doing so.

Keep up the hard work!

The UX is great, straight up from the main menu transitions, grav jump post effects and the heavy feeling of the projectiles hitting.

I managed to finish the game and only halfway through jump 5 I remembered that the ships had abilities and I used a few of them, but victory was imminent anyways. I also never really had a reason to repair damaged ships- I preferred to purchase more ships for more firepower. I like the strategical element of putting a ship in a proper place on the grid. Even though there is only three types of ships, the variety is expanded by where to place them.

It’s nice to see the advanced camera control with the panning, rotating and zooming, I used it a lot.

I don’t think I have anything negative to say about the game, for me it was a bug-free, interesting experience for about 15 minutes, which is a lot for a game in a Game Jam. Great job!

Thank you for the feedback. I tried to make sure the pixel size match with each other, but other than scaling them individually, I really had no idea how to do it since I was using different asset packs. I hope it didn’t bother you too much. I was aiming for a very simple gameplay and mechanics and I am glad there was no bugs.

Thank you again for playing.

I’m glad to hear it! I’ll be sure to check the game out after the update.

Thank you for playing!

A really solid game with a great use of the theme.

Clearly Papers, Please was an inspiration and you’ve made it into your own idea which works really well. The game has many mechanics that compose themselves well with each other and give you a sense of variety. Even though your main gameplay mechanic is either click approve or click deny, the optional features like checking the soldier’s wounds or working with the lie-detecting crystal might affect the choices you make. The UX is really great with all those small things like moving an object around on the table or outlines on hover. The sound design is also well done.

The tutorial, while quick and short, explains the main and side mechanics well. And don’t get me started on the animations. I love a good pixel art animation and I knew I was in for a treat when I saw the scroll unraveling at the beginning.

In my playthrough I only accepted the blue guys, while rejecting all red guys and got the royal ending. Sorry wife.

In its simplicity as well as complexity it’s a great well-polished game.

Cool idea, could see how the game could be easily expanded by upgrades, enemies or different level design. It’s a very simple concept, but without any flaws, bugs or glitches. The only thing that had me annoyed just a bit was the direction keys. It feels like operating a heavy boat (maybe it’s intentional) when the triangle is just a bit bigger than the drowning people.

Overall, a decent quick game.

🦆🦆🦆🦆🦆🦆🦆🦆🦆🦆🦆🦆🦆🦆🦆🦆🦆🦆🦆🦆🦆

Wow… really, really advanced game compared to other Game Jam projects and overall for a project for a Game Jam.

The tutorial is helpful, but it doesn’t explain everything and I wish it did. For example, what is the difference in staff’s classes, the upgrades panel doesn’t explain what the rooms do (I purchased one and only after that is said that it permanently improves the stats).

Earning money was hard for me. I took in patients, cared for them and eventually cured them and I think they gave me 1 gold. I feel like they should pay for each night spent in the bed. After all, there are so many things to buy and the more I played, the more I struggled, because I always had no money.

These were the biggest issues I encountered while playing, but other than that it’s a really, really strong contender to becoming a great resource-based strategy game. You’ve got the interface layout and main mechanics ready. I just feel like it needs polish and QoL additions (for example it would be nice if hovering over the top UI elements would tell you what it is or what it does).

I agree with @FEARsoft LTD that it’s a shame the game doesn’t have sound effects and that the text is hard to read at times. But this is one of few games that made me hooked and actually want to play more.

Great job!

The singleplayer button didn’t work so I made a room with me being the only player.

I liked the game’s intro cutscene with the helicopter and the sound design of the pilot.

First of all, the camera for some reason works like gyroscope or steering a spaceship. The cursor is hidden, but the closer it is to the game’s window edge, the faster it moves. And it keeps moving until the cursor is centered again. The mouse doesn’t work properly with the camera. After landing the heli, I tried going up the stair on one of the points of interest, but my character clipped through the wall and the stairs were impossible go get on (almost like there was an invisible wall on them, despite civilians being on the high block). The movement is hard and sometimes too smooth and sometimes too snappy. What I mean is, with the smooooooooooth camera gyroscope movement some actions like jump and dash feels heavy and too snappy. The animations for them limit the movement, instead of enhancing it.

The NPC rescue didn’t really work for me (?) I approached a couple of NPCs and ‘linked’ with them. They just stood in one place and didn’t move (that’s for the NPCs in the forest. I found one lady in a booth that did in fact go back to the heli.). The enemies I encountered didn’t pose any threat. They would come up to me and try to strike me, playing the attack animation, but nothing would happen to me.

The game has a very strong base, but requires much more polish on all surfaces.

The game forces my SteamVR to open for some reason 🤷‍♂️ Anyways, I tried playing it twice and twice it crashed on me (maybe because of the steamvr? who knows).

I feel like this type of game would be much, much easier to do in Unity or Godot, even if you don’t know them.

At the beginning I felt confused, I saw a map with a few buildings, a castle and boxes of some kind. I clicked on the castle and I had an option to fight or retreat. Obviously I picked to fight and the red units just gathered in one point, because I had no units (after that the game crashed). Later I decided to check other places and so I clicked on the building where you recruit units and recruited the team of 5 units. Then I started a fight in the yellow box, won and again, and again. And it crashed again.

The idea for the game is good- I love classic fantasy RPGs and this gave me a similar feel with all the different units and their unique portraits and classes. I wish they had a more unique character models on the battlefield instead of being blue cubes. Also everyone seems to be fighting melee. It would be nice to include some ranged archers or spell casters.

The visual representation in real time would be very welcome here, given that the battles are fought in real time. Health bar for each unit or one for overall army would already be a huge improvement.

But in it’s simplicity, it’s a polished game (despite the crashes that might have something to do with the steamvr launching). I didn’t notice any visual, animation or sound bugs.

Overall, it seems to me like it’s a well-polished graybox.

I like the technology you used for the animations and the aiming changing from third to first person is an interesting design choice.

The game does have its very visible flaws though.

I feel like the intro could explain thing a bit better, maybe adding text to every slide would help. I was kinda confused and wondered if it’s not a canvas/ resolution bug when they kept snapping sometimes with text, sometimes without. I very much do like the effect you managed to achieve when the title comes up. The intro made me believe this is a modern world setting and the player would be a normal human, but then the snap to reality with everything dark, almost post-apocalyptic and the main character being this special agent/ soldier felt very confusing to me.

The controls don’t feel great, especially in tight spaces, like the starting area. The Inverse Kinematics is pumped way too high and my character’s legs were all over the place inside the house. I also feel like the character shouldn’t make such big circles when wanting changing directions (again, a big problem in tight spaces, the character is almost magnetized to the walls).

I had an issue where after picking up a gun and pressing 1, the gun disappeared. I don’t know if it’s a method responsible for weapon change that’s not working or is it some internal bug, but the same thing happened when I picked up the bat.

I would definitely add more enemies on the map. On my playthrough I only saw two (I chose to save myself). To me it felt like a walking simulator, because even though I could fight, there was no one to fight with.

The movement speed is also troubling. It feels like there is a stamina system, but broken. Upon pressing the movement button (W,S,A,D) the character begins to run, achieving high movement speed. Keeping the button pressed makes him smoothly slow down and walk instead of run. Letting go of the key and pressing it again makes him go fast again, so I had to manually click the movement button for my character to run constantly.

There are a lot of impressive technologies implemented here like smooth animations, IK, third to first person camera change, but it’s the basics of the game like movement that would need the most improvement.

Overall it’s an impressive project, but unfortunately unpolished.

Thank you for playing!

Thank you for playing! 😁

Thank you very much, I appreciate it!

Great UX, I really like the snappy sound design, camera work and responsive UI (although I had a bug where most of my items in the inventory were invisible). The overall quality is really high, the transitions between elements and points of interest are smooth, the choices are simple but responsive and the graphical low poly art direction is really appealing for this type of game.

I don’t know if there are more minigames besides the fishing one which I enjoyed (and exploited using multiclick :x). I tried hunting, but it was automatic and I lost all the meat because my inventory was full.

I managed to deliver the train in 9 days on my first playthrough. Around day 6 I put the food and water usage slider to 0 and started starving and dehydrating my crew, which didn’t really have any effect. I believe that aspect should be more punishing, since fishing ponds and hunting spots are very common.

After all I think I managed to save them all (?).

I would really love to see future updates for this game, adding more systems, locations and events. I feel like this could be a really good resource management type of game.

The game quality is top notch. Great pixel art, animations, sound design, responsiveness and page graphics. You can really see the 280 hour put in to the project.

The first time I was alone in the lobby, so I didn’t even know it was a multiplayer versus game and I just collected the goops and shot them into the crystal trying to figure out if there is more to the game. But then I changed the server and connected with two other players.

The gameplay is quite simple- shoot the big crystal for points or shoot other players while trying not to get shot yourself. I found that the competitive/ versus aspect of the game is very easy to avoid and when I played I didn’t really feel the need to shoot other players (I did so just to grab their attention or to try and goof with them).

I feel like there is a very wide window of how this aspect could be improved to feel more dynamic and competitive (the most striking thing for me was the speed of the projectiles- I could be next to an enemy shooting at me and still outrun/ dodge the missiles without a problem by just walking), but that’s obviously a job for your team to decide. I also feel like the player’s speeds should be more extreme (much faster without the goops, much slower with the goops- that implies high risk- high reward system).

But like I said, the production quality is way above game jam standards. I love the polish and overall UX of the game.

I hope you will continue to update the title in the future and add more things to make it even more interesting. Great job!

Hey, I don’t know if it’s the engine’s problem or the web build, but I had a big black screen blocking my vision. I tested it on OperaGX and Firefox and it looked the same.

I don’t really know much about GameMaker, but I suggest checking the UI Canvas (or whichever part that is tied to the UI) and changing some values there.

You mentioned you spent 2 hours on the game (maybe a spelling error) and that makes me think it’s a very quick project made from ready assets / asset flip. I would be happy to be proven wrong.

Shame there’s not an exe file, because maybe this build would have worked.

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Thank you for playing! I had to cut some things in order to improve others.

I had plans for more endings, more random events, fog of war, abilities in combat, inventory system and much more, but focusing on these would cost the quality of other stuff, so I decided to simplify it.

Thank you for playing!

Thank you for playing!

Thanks, I haven’t really figured out how to properly size the canvas for all resolutions or set automatic resolution. The radio is more of an extra feature, so you didn’t miss much, but I hope you were able to see the rest of the UI.

It’s true about the caps balance, I didn’t spent enough time on the balance, so you get situations like that.

I am glad you enjoyed it though, thank you for trying!

Awesome game and great idea! I have to ask, because I don’t know if it’s a mistake I made or it’s intentional: first I thought the coordinates are given in x,y order (so horizontal first, then vertical), but my first pin was wrong when I pinned it exactly where it said. After my first mistake I tried y,x order and it worked, but then it switched order again when the first coordinate was 90. Is it intentional or just a minor oversight? Other than that I had fun playing the game!

Thank you! Glad you enjoyed it ☺️

Oh that’s a bummer, I didn’t even check that, so thanks for letting me know. I wish I had more time to add those features like sound or letter highlighting when typing, but unfortunately this is what I managed to ship. I hope you enjoyed the gameplay nonetheless 🫡

Thank you so much for playing 😇

Thank you for playing!

Thank you for playing, unfortunately I didn’t have enough time to implement more stuff.

Thank you for playing! 😁

Thank you!

Thank you so much for the feedback. I apologise for skimming over the tutorial part or making it difficult to see. I do hope you enjoyed the game despite that part and thank you for playing!

Thank you, I hope you enjoyed it!

You have to equip flick with “2” and when it’s equipped you press “F”. The max battery life is set to 100 and the flick replenishes 50.

Sorry, did you perhaps skip the tutorial by mistake or did it not show up at all? It should appear automatically after the short intro, explaining all keybinds and mechanics. Anyways, darkness = dying is a cool idea I haven’t thought of. I could make it so that the player dies after a while of being in the dark, kinda like Don’t Starve. I hope you were able to enjoy the amount of game you managed to play and thank you for playing!

Cheers, I hope you had fun!