Dylan/Cathardigan here! I thought this was brilliant. I was so convinced at first that there was a bug. I was so focused on the familiar that I couldn't even see at first how strange and innovative this was. It's hilarious, beautiful, and made me smile the whole time.
Haha what a wonderful review! Couldn't have asked for more. The idea for the game actually came when I was watching a platformer tutorial and the guy made a mistake resulting in the camera following the enemies instead of the player character, so in a sense this whole thing really is built around a bug.
This was a unique concept to me! I've never played a 'second-person' platformer and I felt it had the perfect amount of challenge. The situation with the armed victim escalated in a great way, and thought the ending was implemented well.
Thanks so much, I'm glad the pacing and difficulty curve worked out well. I also love that you describe the guy as an "armed victim", it's a completely accurate assessment but what a strange and hilarious title.
This is super cool! I love the concept, and it is executed super well. It's a cool twist on being the antagonist in a story, with some quality art direction to boot. I also like the way it ends and the narrative that it implies, even if it is very slight. Nice work!
Really cool game. The animation on the character and tiles are very fluid, and I love how at the end you don't get to see the monster, just the blood scatter. You playing as the monster but in the perspective of the victims is a very neat concept, although it could be hard at times to tell where you are. I wonder if there's some way to mitigate that, like for example having two cameras follow both the player and the monster, and the screen you see would be a blend of the two together (say the monster camera view is only visible in parts very close to the monster). Even a marker showing on the edge of the screen where the monster would be can be neat, if you don't have time to implement big features.
All and all a short and sweet experience that feels very complete. Congrats for finishing this in time!~
Great feedback! I like the idea of a marker at the edge of the screen, so it still gives the impression of the monster lurking on the edge, out of sight.
Its weird - I love it! Really interesting artwork; the longer you look at the character the creepier it gets. I might have done something wrong, I could not chase the guy in the third scene after he jumped up. Is there a trick to get there? I'd love to finish this story?
Thanks for the feedback, I'm glad it was sufficiently creepy! There are a couple of potential tricks: sometimes you'll have to wait to jump until the last second to clear a big gap. Also, sometimes you can clear two gaps in one jump. Otherwise it's just about being precise enough with where you land, and quick enough that the camera doesn't get away from you. 🙂
EDIT: Otherwise you may have bumped into a platform as you were trying to jump up? Unfortunately there are some platforms you can't jump through, I ran out of time to code separate collision boxes for both characters so I just made the platforms solid instead.
Comments
Dylan/Cathardigan here! I thought this was brilliant. I was so convinced at first that there was a bug. I was so focused on the familiar that I couldn't even see at first how strange and innovative this was. It's hilarious, beautiful, and made me smile the whole time.
Haha what a wonderful review! Couldn't have asked for more. The idea for the game actually came when I was watching a platformer tutorial and the guy made a mistake resulting in the camera following the enemies instead of the player character, so in a sense this whole thing really is built around a bug.
This was a unique concept to me! I've never played a 'second-person' platformer and I felt it had the perfect amount of challenge. The situation with the armed victim escalated in a great way, and thought the ending was implemented well.
Thanks so much, I'm glad the pacing and difficulty curve worked out well. I also love that you describe the guy as an "armed victim", it's a completely accurate assessment but what a strange and hilarious title.
This is super cool! I love the concept, and it is executed super well. It's a cool twist on being the antagonist in a story, with some quality art direction to boot. I also like the way it ends and the narrative that it implies, even if it is very slight. Nice work!
Thanks for the kind words! It felt like a real gamble leaving so much to player interpretation, so I'm really glad the idea came across.
You are welcome! I think it was a good call; it helped to keep the pace moving along smoothly.
Really cool game. The animation on the character and tiles are very fluid, and I love how at the end you don't get to see the monster, just the blood scatter. You playing as the monster but in the perspective of the victims is a very neat concept, although it could be hard at times to tell where you are. I wonder if there's some way to mitigate that, like for example having two cameras follow both the player and the monster, and the screen you see would be a blend of the two together (say the monster camera view is only visible in parts very close to the monster). Even a marker showing on the edge of the screen where the monster would be can be neat, if you don't have time to implement big features.
All and all a short and sweet experience that feels very complete. Congrats for finishing this in time!~
Great feedback! I like the idea of a marker at the edge of the screen, so it still gives the impression of the monster lurking on the edge, out of sight.
Its weird - I love it! Really interesting artwork; the longer you look at the character the creepier it gets. I might have done something wrong, I could not chase the guy in the third scene after he jumped up. Is there a trick to get there? I'd love to finish this story?
Thanks for the feedback, I'm glad it was sufficiently creepy! There are a couple of potential tricks: sometimes you'll have to wait to jump until the last second to clear a big gap. Also, sometimes you can clear two gaps in one jump. Otherwise it's just about being precise enough with where you land, and quick enough that the camera doesn't get away from you. 🙂
EDIT: Otherwise you may have bumped into a platform as you were trying to jump up? Unfortunately there are some platforms you can't jump through, I ran out of time to code separate collision boxes for both characters so I just made the platforms solid instead.