Hi Darenn - Just sent both along! Enjoy!
MadamBrosper
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Well done guys! The game looked pretty, and was fun to play. My only issue was with the accuracy of the jumping. It was a little hard to gauge exactly how far you were going to jump, especially because there isn't any in-air correction (as far as I could tell). Thank god for the checkpoints!
Also, the music/SFX were excellent, so props to @vavmusicmagic!
Thanks Darenn! It was super cool to watch you playthrough the game and learn how to play it as you went! We had definitely meant to put some sort of tutorial or guide into the game itself, but ran out of time unfortunately. I'm really glad that you stuck with it and eventually beat it! It seemed like you had a good time!
Thanks again for playing and recording your feedback!
The graphics for the 2 sprites were really well done, but I wasn't a big fan of the background graphics. I sort of wish those would have been a little more hand drawn instead. The gameplay was fun, but a little difficult to understand the way the parry works at first. From reading the description, I expected more of a "block" mechanic than a parry mechanic.
In a future version, maybe the "successful parry" animation could have a bright flash? Or maybe if it stunned the black knight for 1-2 seconds?
But good job overall! Still fun to play!
It's a nice little test sandbox environment, but not a "game", per se.
I was so excited when I saw that this was like Alan Wake. The only thing that's really like Alan Wake is using the light to "clear the darkness" and then the gun to shoot them. Also, yes, this wasn't 64x64 and it didn't have much to it other than 1 player and 1 enemy that just immediately respawns on death.
Well done, Roberto! I am very proud! I managed to get $5.01 and 6/6 gnomes!
But for real, excellent job with the tile maps, the different zones (and the music in each zone), the graphics, and the controls/physics . I loved the overall aesthetic of the game with almost everything being dark blue, the cat inverting colors when it was in swim mode, etc. My only tiny little complaint is that I wish the gnomes and keys would have also fit into the blue/dark-blue color scheme. 20/20 for me!
Well done dude! This is one heck of a solo dev submission! The bird is cute, the background graphics, and the sound effects are pleasing to the ears. My only (minor) gripes is that the wall jump mechanics are a little hard to time perfectly and the camera is a little erratic at times.
Oh and did I mention that I loved the lyrics? They bring a tear to your eye but fill you with pride. They are insightful and thought-provoking. They truly speak for themselves when they say, "Birdmo."
I really liked the concept of the game and I was having fun playing it, but unfortunately I ran into a couple of bugs. If you accidentally press two directions at once, it can make tiles disappear (which happened to get rid of a road tile that was crucial to one puzzle, so I got stuck.) It would also be cool to be able to force the end of the turn early, by pressing spacebar or something like that. So once you have a full path setup, you don't have to wait for each turn to end one at a time. Also, I don't like to be a stickler, but the blue UI bar at the bottom doesn't adhere strictly to the 64x64 pixel rules.
Graphics were really good. Loved the reflection shader(?) and the parallax background!! Reminded me of Kingdom Two Crowns. :) Gameplay was frankly a little difficult. I think the enemies could have been a little more forgiving in terms of timing and/or number of hits to kill them. Also, if you throw your sword and miss, it would be nice to be able to dodge through enemies to get it (without having to take damage).
Haha, yeah! We ran into crunch time at the end there, and unfortunately had to scrap the inclusion of a tutorial. After the jam is over, we will probably add a "How To Play" section that uses the graphics from that informatic.
I'm glad you still ended up winning even though the engine was probably stopped for a while!
Nice dude! The level design was clever! I liked that all of your rooms were only like 48x48 (or something like that) so that you could peek into the next room over.
The only bummer is that on my first playthrough, I managed to use up all my flamethrower juice before and the 2 canisters I found were tucked away behind eggs that I couldn't get past without the flamethrower. But after that, I replayed it and got all the way through. Well done!
(Also, the character totally looked like the character from our game, so bonus points there! LOL)
Overall, I liked the game! The graphics were really beautifully done, and I liked the music as well. I felt like it would have been nice to use the mouse to aim instead of WASD, personally. I found WASD harder to control, which made it difficult to pull off cool maneuvers. But overall, cool concept and it all came together nicely. Good job!
Nice fun little rhythm game. I could definitely tell you spent time on getting the graphics (esp. the shaders) right, so well done there! I agree with what others were have said about maybe letting you take a few hits, rather than dying on the first hit... maybe adding some usable items that you could pick up (like a shield or something).
Also, kudos for submitting "10 minutes, 37 seconds before the deadline". lol
This game was my favorite that I've played all jam. I thought the music and wind was calming and relaxing. The story was compelling, and grabbed my attention from the beginning. The fact that the world was procedurally generated was an accomplishment and worked out really well. And the sailing mechanics (such as catching the crosswind) felt very good as well. Oh yeah, and I loved the bird noises! Well done!
I liked the concept of needing to memorize the map at the beginning of each dungeon, but the game could use some more polish. For example, because the fighting happens automatically (and isn't turn-based), you can't choose to leave if you start to lose. So, in my case, I got injured pretty bad during one fight and had very little health moving into the next dungeon. The map randomization in the next dungeon had two traps between myself and the end and no way to heal, meaning there was no way for me to win.
Took me a long time to get past the first level, and I still don't fully understand how the line of sight mechanic works for some of the enemies. But it was fun to solve some of the puzzles and I liked the film noir theme. I agree with some of the others that I wish the sprites were a little easier to distinguish.