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A member registered Oct 07, 2020 · View creator page →

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Thank you much! Yes, unfortunately,  circumstances led to me being unable to work on it as much as I wanted to. My original vision was to have the plugs and outlets rotatable for viewing purposes and even more puzzle potential. Thanks for checking it out and providing feedback.

That is a very embarrassing copy and paste job. Thank you for pointing it out!

What a wonderful little story you've told here, and was weirdly resonate with me. I'm a big proponent of not taking anyone or anything for granted, even though I often tell myself stuff that makes my days a lot worse. I'm constantly annoyed by my coworkers and cashiers, and I find myself feeling differently when "staffing shortages" impede my normal life. Very profound message that hit me. 

The writing in general was also really well done and was enjoyable from beginning to end. There were some good setups and payoffs. The main character's arc was well realized. I was genuinely intrigued to see what was going to happen.

The 2D art, while there isn't much of it, is very striking to look at. I'm a sucker for pencil drawings to begin with, and the minimalist, sketchy contrasting with the high-res speech bubble was a great choice. I only wish there were more "scenes."

My only complaint -- and this is minor -- is that there's not much "game" here. I know it's a visual novel and story comes first and foremost, but the only interaction can be done within the opening seconds of the game, and there it's nothing but advancing text, to the point where I felt like I was reading a short story that wouldn't advance until I click a button. I appreciated getting the protagonist's view on certain objects in his room -- it added to his character -- and I would've liked to explore the other areas in the same way. Perhaps update what he says based on his deteriorating optimism.

Fantastic job.

The concept would be a really fun minigame in something, and that's a compliment. I could see it for like hacking a terminal or lockpicking a lock. I'm sure on controller it would be better, but it was a bit too sensitive with the mouse. A nice achievement, though. Good job.

Not bad at all, and since you did this by yourself, you should be proud. It works, it looks pretty good, and controls fine.

The potential for the swapping of movement is high, but I don't see it realized here. The levels were easy on their own, but once I grabbed the thing that made me fly, it trivialized the levels to the point where I didn't understand why I was able to switch. The switch seemed more like the goal to me than the actual goal. I would have liked to see some reason to switch to flying to traverse over something challenge, or switch to flying and then be forced to switch back, but that never happened. As it was, I switched to flying, and the level was a cakewalk. There were also several unintended paths that bypassed all the obstacles.

Still a great job, though. Keep it up.

This is an impressive product for the time you had to make it. Amazingly polished, no bugs that I could see, great use of the theme and concept. Graphics are splendid. The gameplay loop could be refined a bit. I found it to be a tad too easy, with player feedback not being very satisfying (for example -- hitting the slimes didn't really "feel" good). I found running around and placing turrets frantically and not killing the slimes worked out on its own for the most part. I found getting ammo back for the lethal shot kind of clumsy. I would have loved for placement of the turrets to matter, too. All of that can be ironed out if and when you expand on this, and I'm still floored by what you were able to make so quickly. You guys clearly work very well as a team. Congratulations.

Thank you!

Yes, this was definitely a better "concept" than "execution." I was really intrigued by the idea of initiating a revive, maneuvering to get a weird angle, and have a spray of bullets going in customizable directions. The game doesn't encourage that at all in its current form, unfortunately. I think slowing down the pace would definitely help that, and I agree about the offscreen indicator for enemies.

Originally, this game was much slower, and there was actually friendly fire. I wanted a more strategic game than what it ended up being, but that required a lot more work, as enemy variety and obstacles would play a much larger role. I'm not yet a capable enough developer to add those things in a timely manner on my own, so I had to radically shift the direction to a more breakneck pace. I'm not thrilled with how it turned out, but I'm glad the seeds of my concept are coming across to the people that play it.

If nothing else, this has given me a lot of ideas of how I can expand or pivot with the revive/controlling multiple units concept, and the feedback I've gotten from comments like yours will be a big help if I ever return to it. I very much appreciate the time you took to play and comment!

I love the presentation, and the description on the itch page was very amusing. I wish that was in the game itself. I tried to load up the game without reading the description first and was a little lost. Not your fault, but a quick blurb in the beginning I think would've helped.

The game itself is like more extreme and entertaining Minesweeper, which I dig. As a solo project, the fact that all of these elements work as well as they do is impressive. In terms of the depth, there isn't too much there yet, but that doesn't mean this couldn't be expanded on in the future. I might have made the default move speed just a tad faster, or give me a reason to use the faster movement (set a timer, perhaps).

Overall, very nice job.

From one solo dev to another, I must say you are much better at this than me. This is an impressive, polished package for any number of people in the time you were given, and even more so considering you did it yourself.

I think the game loop has the spark of a really neat idea. It reminds me of the Final Fantasy VII Gold Saucer fight minigame, for better or worse. It is rock/paper/scissors, which can be fun, and you added some cool twists to it, but it's still slightly too random for my tastes and I would have preferred some kind of layer of strategy. When it comes to the "healing," I couldn't figure that out at all. It seemed to only work when my opponent healed, which defeats the purpose.

I would be interested to see where you take this. Overall, it is an incredible job, and I quite enjoyed it.

If you fleshed this out more, added a campaign with a story, and balanced it out a bit (right now, it's too easy to get stuck doing the same couple of spells over and over), I literally could see this fitting right at home on the Nintendo DS. That's a huge compliment. I love DS games and it really took my back. Very nicely done.

I tweaked the difficulty a little bit and fixed a couple bugs if you'd like to try it again. It's still not perfect, but that's all the time I have to dedicate to it. I'll just have to wrap it up and move on!

Thank you for the feedback either way.

Thanks for the kind words!

To be clear, I did use Unity, but all of the scripts were coded by me from scratch. I'm a pretty novice programmer, so I had a lot of hang-ups that slowed me down. I'm using game jams to try to get better at it.

Thank you much. I definitely struggled with a lot of this. Getting the game running took the overwhelming majority of the time, that by the time I got to tweaking it, I wasn't able to spend enough time on it getting the balance right. If you can believe it, this is actually an improvement, because before it was so impossibly hard that reviving wasn't even an option.

We have a few days to make tweaks. I might be able to get back to it and play around with some settings and see how they sit. I'll reply to this comment if I publish an update, and you can check it out if you're interested.

Thank you so much for playing and for your feedback!

You have yourself a really great start here. The feedback of hitting and destroying enemies feels great. I don't think this was intentional, but sometimes when I hit an enemy, the game would stutter a little bit. Honestly, that actually added to the impact of the hit for me, so I might consider implementing that as a feature. I'm a sucker for unique control schemes and I like what you've done here. Obviously, some tuning on the movement, especially attacking while moving, could use some work, but I like where it's going. Graphics are pleasant, and the enemies are pretty well designed considering how short of time you had and how short the game is. Nice variety in the enemies, too. Very well done.

Thank you!

That's one of those "features, not a bug." Except it's super duper a bug! Just with an unintended benefit!

Thank you so much for playing!

Thank you for playing!

Very nicely done. Good mechanic with the box creation. I appreciated that there was a narrative. Also, you taught the player well, which is often lost in game jam games. I liked the graphics, too.

While the general movement and jumping felt good, I felt like the box creation felt a bit weird. I felt like it required too many clicks, and didn't really get a sense that my jump was reset when I created one -- probably due to the box instantly falling when it spawns. I also can't count how many times I jumped and instead of spawning a box I despawned the previous one, which was maddening. A few minor tweaks would clear all of these up.

Nice work!

I love this. Super fun mechanic. Very clever. I'm ready for a full game of this.

My preference would be that the controls were more analogue so I could adjust my bounces better. I also think linear designed levels with challenges that build on this mechanic would be sublime. As it is right now, this is a great proof of concept, and it has me excited at the possibility of seeing more. Great job!

This is tremendous in both concept and execution. Very clever idea, well thought out and designed. Polished (with some minor hiccups in the interface on my end -- nothing major), pleasant to look at, and satisfying feedback. Fits the theme in a fun and unique way.

Great, great work.

These are great points. I never intended to say the game is boring, and I do enjoy a good story and writing, and can even get lost in a visual novel from time to time. Apologies if it came across that way.

The story here is quite good, and I did get to the end. I was very amused by it. The "tongs" joke in particular had me chuckling out loud.

I once said to a friend of mine that I used to take for granted when a JRPG would give me a choice between two dialog options, but they essentially meant the same thing, and changed nothing. Nowadays, that small "choice" gives me such a relation to the character that it otherwise wouldn't. It's artificial and (pun intended) "not real," but it's a level of interactivity other mediums can't do. I definitely see the value in "interactive narrative," so I didn't mean to intend that this was lesser in any way. It was just a personal preference thing, and when my mind is in "game jam" mode, with all of the tremendous amounts of games to try, I'm looking for a very quick hook. But that's just me. I also struggled with the theme a bit, too, and with the nature of jams, you win some, you lose some. You make sacrifices and compromises. It's very interesting to see the ways in which people choose different paths to get their game out.

Also, I assumed you used asset packs. I'm still a little shaky about using them for jams in particular because I don't want to accidentally forget to give credit where it's needed, but for larger projects I fully intend to use them liberally. But as someone who doesn't have any experience with rigging, animation, camera work, anything of that nature, I couldn't possibly hope to achieve the level of quality you guys got in the short amount of time that you did it in, no matter how many assets I had. It takes skill to do that, and I commend you.

Either way, I hope you didn't take offense to my original post. This is still an amazing achievement either way. At the end of the day, you guys are the creators, and what you want to make is what you should make. I just feel there might be something to be learned from anyone sharing their perspectives, so I shared mine in hopes people would do the same, even if I might not wholeheartedly agree.

If you do take the time to play my game, I would appreciate it, and don't hold back on your feedback!

Thanks for the insights in your response. Congratulations on a job well done!

Absolutely superb puzzle design. Very challenging, with the exact feeling of "aha!" that you look for in games like this. Makes you feel dumb until it makes you feel very smart.

Only issues I had were: 1) a bug that allowed me to move the spoofs separately from the main character depending on how fast I moved (this allowed me to solve puzzles easier), 2) I found it difficult to discern which spoof could pass through which block. I think a better introduction or clearer clues as to which one can do what would go a long way.

Minor complaints, though, and nothing that can't be immediately fixed. Incredibly well done.

Very fun and simple (in a good way) game. Reminds me of the old children's books where you had to spot the differences, or find Waldo. I love the hand drawn aesthetics. The replayability is also very good.

I would say that it could use a shakeup of the formula from level to level, perhaps make them move in different ways occasionally. I also think some of the colors are a little too similar. As someone that is not colorblind, I had trouble a little bit, which means it is probably unplayable for someone who is.

Nothing that can't be ironed out, though. Great job.

This is a really cool concept and I liked the aesthetics a lot. With some more time, you could really use the aesthetics to enhance the theme, as it has a lot of potential already. I liked the arcade nature, and your game is one of the only ones that has a reason to play it multiple times (and the menus to accomplish this easily).

The game does require some tuning, though. The mouse controls were way too sensitive, the collision was a bit off (which is understandable), and I didn't really find a use for the firing at all. The mouse didn't get locked in the web player, so there was a limit on how far I was able to travel up or down. Also an ability to invert the Y axis would be nice.

Overall, incredible job. Congratulations.

It is incredible that you were able to do this in the amount of time we had to submit something. I'm about to give praise in all the areas that I'm sure you're aware deserve praise.

The fact that there is even a driving system in this is amazing. It's "open world" that I can drive off the beaten path (although there is not currently a reason to do so). There's a great deal of potential in that, and it's mind-boggling that you were able to get that implemented as quickly as you did.

The fact that there are cutscenes is already impressive, but cutscenes that are actually pretty good, have cinematic cameras, animation, context-appropriate text, dialogue options, etc.? It doesn't seem possible, and it's unfair that people as skilled as you exist and are keeping with scrubs like me.

I thought the stylized graphics was very well done. I could play a whole game with this art style. I wouldn't need much added or changed. 

My only complaints about this incredibly ambitious, impressive thing that makes me feel insecure about myself, is that it's barely a game at the moment. Part of this is personal preference, but I explore the games in a game jam to get an, "Aha!" moment when I fire something up and they have a unique gameplay twist on the theme. There is the outer shell of an extremely competent game here -- so much so that this feels more like a demo to a commercial product than a jam game -- but it is fairly basic in terms of innovation and player input. This is for me personally, but I would have preferred to spend my time more on finding a gameplay hook and maybe dial back all of the other 10/10 aspects of the game. There is clearly room to spend less time on those amazing areas and bump up others.

But again, there's value in having a 10/10 presentation game, it's just not what I'm looking for personally in a game jam. You also did smart things to make it, like add dialogue choices (that don't really do anything) and have the driving between cutscenes, which makes the player feel like they have more agency than they do. So there is a compelling game here, but it's not the focus, and I think that hurts me when it comes to my preference for game jams.

But regardless of any of that, this is still an amazing piece of work, and I am envious of your talent and efficient. Incredible job.

Really well done, especially considering the time constraint. Atmospheric, and fun in a "Papers, Please" kind of way. My only issue is that it took me a few tries to figure out how to interact with everything, which frustrated me a bit. I would have liked a little bit more explanation in the beginning. Overall, though, tremendous work.

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I was actually surprised that no one mentioned any bugs other than the safe spots (which I was aware of, but didn't have time to fix). I didn't run into any calculation bugs, but I put them together so quickly, I knew there had to be some. Finally, you found one! Thank you. If and when I get back to this, I'll check it out.

The poor feeling of control during the movement wasn't originally intentional -- it was a side effect of entering one or two lines of code to get the player moving and not enough time to tune it -- but became part of the metaphor when I realized that avoiding stresses aren't always easy, and should be reflected in how the player moves. With that in mind, I didn't spend a lot of time thinking about how to improve that aspect, as I was so busy trying to cram in everything else.

Thank you for your detailed comment. I greatly appreciate it!

Edit: I didn't realize when I first replied which game you submitted. Shadeshift is still my favorite game of the jam, so it means that much more that you found some enjoyment out of my game. Thanks again!

You're not "bad" at game development! Making a game is hard and making a game that works in such a short amount of time is something very few people can do. You have a good start here and nothing that can't be fixed. You should be proud of yourself. This is not a bad game at all.

I think this is a strong start that has a few fixes you could make -- some easy, some less so.

For starters, there needs to be some kind of way for the player to figure out if something is a hallucination or not. Trial-and-error is a tricky thing to get right, and me traveling through 5 rooms just to get killed by something I couldn't have foreseen is frustrating. Hallucinations are fine, but give the player some kind of clue that the hazard is about to kill them.

The undo function is neat, but I think it should be mapped to a button. Switching between both hands on the keyboard to one hand on the mouse, especially when I'll die if I don't click it fast enough, is a bit frustrating.

You have the basic building blocks of a solid game idea here, and I would keep iterating on it and improving it. You have something here with the "undo" mechanic, but play around with it and see if you can find ways to make it more compelling. Just make sure that player isn't punished too much for getting killed by something they had no chance of avoiding.

Nice job!

Very cool and ambitious concept. I do think you could do more with this and I enjoyed the idea, but unfortunately, I think the ambition hurt the completion of the product within the jam time constraint, as I ran into some issues.

I had trouble figuring out what I was supposed to do. I never survived long enough for the cameras to get "infected," so I just tried running from the monsters. I didn't really understand the advantage of using the camera view, because I could see the monsters plain as day, so I ended up getting myself killed when I switched to that view.

The web version also had difficulty running on my machine. The framerate was very low.

I will say, though, the graphics are shockingly detailed for the time you had to create them. I'm confident you would have made this a lot more compelling with a little extra time. No fault for you getting something up under the time constraint. Well done.

Thank you! I hoped it helped you manage real-life stress a little bit better. :)

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Very fun game with a lot of potential. I played in browser (which wasn't recommended) and had issues aiming a little bit, but I was able to play. As someone that kind of hates birds, this was very cathartic. I love the animation, too. Very reminiscent of old-school NewGrounds flash in a good way.

Only issue is that the theme is underutilized, but themes are mostly there as a prompt, so if you came up with this mostly on your own with loose affiliation of the theme, more power to you. Nicely done. Would love to see this expanded. 

An amusing (and surprisingly disturbing) little adventure game! I liked this a lot, and loved the fact that it felt like the theme could be interpreted multiple ways. Really good pixel art, and wonderful atmosphere and weird, ambiguous vibes. Love it!

My only complaint is the finnicky nature of interacting with objects. Sometimes my clicks wouldn't register, or they would advance the text too quickly to the point where I missed a clue, stuff like that. It led to me being stuck more than I would have otherwise, which was a little frustrating. If you iron that out, I wouldn't really have any complaints.

Very well done!

Thank you much! I actually didn't use colliders for the side, but a variable float to prevent travel in units. The side was just to show you how far you can go. The issue is just I didn't code the stresses to cover enough of the field because I didn't play test enough. If I'm able to revisit this game, I'll fix it. Your feedback means a lot, though. Thank you!

Thank you so much!

Thank you so much! It was not intentional, but I found it too late to fix it. Fortunately most people get the point. I appreciate the play and the comment!

You did in four hours what I would struggle to do in a month. Impressive.

Obviously, given the time you did this in, you wouldn't be able to add what I suggest, but I'm going to suggest them anyway: cycling out which flower is fake, giving an indication about which one is fake, having some kind of game difficulty escalation.

Nicely done.

I like this idea a lot. There's a lot of potential here, to the point where I could imagine it getting overwhelming, depending on how ambitious you would want to get. I'm glad I looked in the comments for the lighter puzzle. It was a really clever idea that just needed a smidge of a hint, I think.

One thing I would suggest is removing the platforming entirely. I felt like it got in the way of the cool painting stuff. I know you probably did it to make the game a little longer, but the painting stuff is a strong enough concept on its own that, even if its short, should be the main focus.

Very well done!

I have done so! Thank you for playing!