Wow, great game! And great music and sounds too! Pity there was some sort of crash at level 7 and didn't get to finish it. I was hooked. Would have been nice to know a little more clearly where the wall of death is and when it's about to get me, but really really good.
SeanCreagh
Creator of
Recent community posts
Nice concept. Good implementation of the theme. I would have loved to engage with the throw-and-catch-midair idea, that seemed like a really fun way to play. But unfortunately there was some sort of lag in the WebGL version. In addition to not being able to catch the wolf reliably, it also made it unreliable whether or not I would advance dialogue for some reason - particularly the first string in a dialogue sequence for some reason. My only theory is it reminds me of the time I accidentally processed input in physics update? But it could just be export weirdness. Regardless, well done!
Nice game! Very polished for the amount of time. A bit of playtesting feedback rather than criticism because I think you did really well but I see you plan to take it further:
Summary: Boon/nerf mechanics are tricky. Sure as anything, I didn't get bonuses balanced right in my own game!
Example 1: Boons make handling better. But boons make initial handling less fun.
Example 2: Dirt and sand slow you down. But the trajectory is a straight line, so actually, "track" becomes lucky speed-boost tiles.
Example 3: Winning the race nets you rewards. But if you need help, you are locked out of boons.
But overall, fantastic stuff!
Great game, excellent audio. I would have liked if the timing weren't quite so skin-of-your-teeth sometimes, and I got stuck on the second rest puzzle, with the lever in the pit. My working assumption is that maybe resetting keeps the lever active? So perhaps I'm not good enough at the skill part to complete the platforming, kill the enemy and get to the door in time to see it still open. But if I'm off the mark there, maybe a little hint?
Well done on creating all of the graphics, in particular the anti-reality glow effect. I think you guys took on a massive challenging creating a 3D game from scratch in a week, and with such a unique concept too. It was very rewarding to learn more about how the strange tools work, and to unravel the purpose of the game. The short time is great- it allows the player to fail fast, and focus on learning the systems, so that really works well. The ammo count signals very well that the player will need to use each item only once, and needs to figure out how.
If you work on this after the jam, definitely look into Cinemachine - I think it would make your life a lot easier. And I think for combat you could focus on the concept of telegraphing - maybe give players plenty of warning before and attack to dodge, and a very obvious attack radius to look at, so that it feels fair if the player stays within that area and gets hit.
Overall though, there's a lot of hard work covered in such a short game. Very impressive.
Ooh, I also struggle with animations, although for me I think it's mostly a matter of not having the patience to prioritize learning it. Maybe I could make a tutorial video for you on the topic? (I'm starting out so it probably won't be the greatest video ever, certainly not Mark Brown, but I'm looking for people who will find my videos interesting.)
I thought to myself, there's a secret room over there. I completed the crazy challenge that led to the secret room and sure enough, it was there. I saw all the buzz saws in the secret room, said Ah Hell No, and walked right out of that secret room again! XD
Honestly not much feedback I can give on this except it was a really solid game, and I went back to give the secret room a second try! And it beat me.
Nice. To be honest, I assume people who play Mirror's Edge or parkour games would find this much easier than me, but I struggle with first-person platformers, I don't know where my feet are, so I tend to either jump too early, or else constantly look down and then I miss your beautiful stylistic scenery. If you like gamedev videos, check out Mark Brown of Game Maker's Toolkit, the "Developing", series - he hit a similar question of skill versus puzzles when designing "Untitled Magnet Game".
Well done on the little details that elevate it - the particles, the broken glass, the sound effects. A lot of people have already mentioned the atmosphere or the feeling of being immersed, and I got that too. Overall, well done!
Wow great work, love the arcade music, love the powerful rush of obliterating a whole wave of enemies, even if most of them are phantoms. I was really enjoying that. Just a small note - there started to be huge lag around wave 11 or 12, just for the initial few seconds of spawning. I suspect this could be solved by using object pooling for your enemies? (Let me know if you'd like me to cover it in a devlog but there are plenty of tutorials out there that cover it). But overall, very fun game!
Thanks! If you have time, do check out my YouTube Channel if you follow developers on YouTube. It's nothing much yet, but the best way to learn what content is good is to have people watching who can tell me what they like! :)
Oh dear lord, so frustrating. But at the same time very addictive. Great job! The key to a game like this is feeling like it's the player's own fault if they fail, which comes down to how well designed the controls are, and you did really well with that. There's occasionally this one bug where your meters don't reset which causes a moment of panic because I know there will be an uncontrollable jump, but overall, really well done!
Short and sweet. You turned the all-too-common genre of non-game that I normally don't like into a short experience that was well scripted, well paced, and really well polished to make sure the comedic timing landed. That last parting gag made me laugh - not an easy thing to accomplish when I'm alone on my computer! Well done!
Really great visuals and audio with lots of polish, a casual puzzler where you get into a flow of solving thing and bouncing around. Lovely. The only trouble is that it crashes for me at this one point every time towards the end of the level with the orbiting arm with the rocks, and I can't get past. Shame. But a great experience otherwise.
Clever take on the theme! Overall very cute aesthetic. The death sound is cool. I could have used a clearer tutorial that "E" was action, or possibly a hovering prompt over the light switch. The graphics and animations we super well done - if you look at the size of the pixels, the background elements are more detailed than the character which is an odd choice, but it didn't detract for me. Great job!
Nice graphics! The two enemies really remind me of a boss from Spyro 3. And the aesthetic was an interesting take on the theme. The game crashed and quit out of the application a couple of times when I tried to open it. It settled after a while, though. No idea what caused it. But overall, I could see this as the groundwork to develop a cool Spyro-like collectathon.
Very atmospheric, and wow - that vocal performance when you get caught the first time really made me jump - I felt like I was really waking from a nightmare. I would have liked a clearer measure of how close an enemy was, like if the footsteps got louder and quieter based on the distance or something (although perhaps there's an element of that in there, but with headphones, the footsteps just sounded close all the time).It was down to luck. Great atmosphere, though, and a really strong spin on the theme.
I reached the first "Aha" moment where it became 3D, and I really like that moment of realization. Then I got stuck, and couldn't move for a while. It think what happened was that I wasn't completely familiar with the WASD action button being "E". Perhaps the first time the button press didn't register or I missed the target, so I assumed "E" did nothing. Anyway, I figured it out. I also really love the attention to detail with the textbox at the start - I tried to answer "Maybe" and it started being sassy with me - nice touch! Great work on the use of theme and innovation.