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A jam submission

Lunchbox ReverieView game page

prototype for a future soulslike project
Submitted by nodayshalleraseyou (@deaddeepsim) — 2 days, 23 hours before the deadline

Play Delicious Adventure

Lunchbox Reverie's itch.io page

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Comments

Submitted

Here's a short video with commentary for your short demo:

https://mega.nz/file/LcV3ACxQ#gwdql8T68ENAuVocnCcoeu1fS9ad6gVZoxgsoNJ3Zks

I look forward to your future demo

Submitted

Character angling his sword to swing up and down is a nice touch, but a little bit buggy?

He seems to want to strike downwards when he's standing next to the tower at the end of the level.

I didn't see it happen with any of the other walls - is there a cavity?

On the other hand, he wants to strike upwards when I just finished climbing up a wall, even though he's on flat ground. I can imagine situations where this would be really bad to have happen once enemies are implemented.

Regarding the camera, with keyboard controls it seems awkward to have to hold E or Q for so long when the camera only holds position in four directions. Try having it just go wall the way to the next position when the player presses the button. You might also consider letting the camera swing on its own when the character goes behind the terrain.

I don't see how you could fix it, but the character's jump flip animation breaks the visual processing center of my brain when he does it facing towards or away from the camera.

Very nice overall though - I look forward to seeing where this is going.

Submitted

Very cozy. only complaint are the camera controls are a bit awkward and way to sensitive on controller.

Can't wait to see where this game goes.

Submitted

foiled by a mac, I'll have to try this again on a PC. I'd let you know *why* it can't be opened, but this is the entire error, and when I click the question mark it opens an empty white box. Looks very fun, I'll be back but I wanted to let you know there may or may not be something wrong with the mac download. 

Submitted

You do a really good job at getting simple graphics and making them look aesthetically pleasing. The sound design was great, and the UI felt good too. Mechanics so far feel solid, nothing feels off.  Looking forward to seeing how you implement all of this into a real game.

Also on your page where you list the controls you put that left click blocks, in game i noticed it was actually right click.

Pretty cozy aesthetic, I like it. Like other comments, there's definitely some weirdness with a controller plugged in (0 deadzone on joystick causes constant spinning). 

If you end up keeping stamina, it's a little weird that the UI vfx appears on the currently regenerating node when you jump/attack instead of the green nodes

Submitted
  • Camera starts spinning as soon as the game starts. Only way to stop it is with a controller, but it's impossible since there's no deadzone.
  • Movement speed is way too slow.
  • Drop the stamina meter unless you have a *very* good reason for it being there. Stamina meters add nothing to 95% of games.

I like the Name. I can already say that the Perspective is definetly viable for a Zelda-like RPG without even having played it.

Camera just keeps spinning around all the Time when I have my Controller plugged in. I'd prefer E/Q to switch Camera Direction on tab, not only on holding. Do you even need a rotating Camera for this? 

The little out of Stamina Animation is really cute, as are the Sounds and the overall Look.

Crouch just being a short duck feels odd, especially when it consumes Stamina. Seeing as it doesn't really move you, noticeable especially when you stand still. And running doesn't consume Stamina.

Why is the Stamina bar jumping to the middle of the Screen when I climb, but only then. Shouldn't it be always in the middle if I'm consuming Stamina, or always in the Corner? Is the climbing some kind of special State where I'm supposed to be more worried about Stamina then in Combat or otherwise?

Fell off and died, obviously. Camera shouldn't follow the Player down then I think tho.

The Sword rotating upwards on Stairs to swing that Way is a nice Touch, I like it.

Not much there yet otherwise, but feels pretty polished and nice for what is there. A bit better distinction between ElevationLevels and when something is a Wall I can climb, or just something a single Space apart would be nice tho I think. And as I said, I'd prefer a fully static Camera probably, which would require the Levels to be designed around that ofcourse tho, as the back-stairs are pretty much invisible that Way, and Walls in front of you would've to be hidden and so on.

Nice art style, cute game and fluid controls. Not much more to say.

Only issue was that the camera started spinning when I plugged in my controller.

Submitted

Enjoyed my time messing around. Visuals look good for minimalism, and the movement/attacking/climbing felt about right. Dash feels wrong I have to say. Animation look off and the distance traveled for the cost is so low. Also you may want to consider doing a Breath of the Wild and keeping your stamina near the player instead of the corner of the screen, given that you already do it for climbing.

Wonderful start! I feel you have an extremely solid base to build a really fun game on top of. 

  • I really like the look you've gone for. Feels highly polished, while still being fun and immersive. I'm getting some monument valley vibes. I can see myself going on an adventure in this world. The simplicity seems like it would also allow an efficient content creation pipeline, which is good.
  • Character control is smooooth. No critiques there. Well done.
  • The attack windup timing might want to be tweaked down a hair, but of course that depends on the speed and pacing of the combat. Post-attack timings feel a bit better in my opinion, because the player gets a highly responsive action, while still being forced to commit to a period of vulnerability. 
  • The "exhaustion lines" on the guys head is really brilliant. I honestly am pissed that I didn't think of that for my last game. It would have opened a lot of possibilities. I nixed the entire "stamina" system because of how bad it felt to hit the button and have nothing happen. Feels just fine here though.
  • I love that the stamina is messaged really well on the character itself, I wonder if it can be extended more? A slight effect when the stamina becomes full, perhaps? 
  • This was all on keyboard. When I plugged my controller in, the camera began spinning in a clockwise direction. Holding one of the triggers reversed it, but releasing the trigger sent it back spinning the other way. Closing and reopening the game did not fix it. I'd like to mess around with this more on the controller if this gets fixed.

Keep it up, you have the start of a gem here, in my opinion.

Developer(+1)

Check out the game page for a list of controls.