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(+1)

Very nice to see multiple people doing voice acting, and the graphical universe is very good ! I know you only had one week, but maybe some level adjustments between music and voices could have been very good, I wanted to hear the music more, but if I put the volume higher, voices would blast me ! I think the music stopped when there was dialogs, maybe it could have continued (obviously best thing would be some high pass filter, or removing instruments conflicting with the voice spectral content when there's dialog, but in one week that's too much details).
Another small audio detail : the jump sound is maybe a bit too "early gaming" for a game with background parralax and voice acting ? when I was playing, I found the jump sound too 8-bit and low, it felt like it would be more a "fall on ground" sound too, I think in this case, no jump sound, or something more like in Super Mario would be a bit more appropriate (just my personal taste though)
Not sure what to think about the minuscule creatures you can interact with, the idea is cool, but maybe there could be some hint for the player ? almost missed that ! Like at first encounter, the game could zoom on it, or maybe the dialog makes it explicit like "what ? you don't see me ? I'm up there ! behind you ! in the tree ! why are you squinting your eyes ? I'm not THAT small" or something

(+1)

Haha, the jump SFX was originally named something like "hit01", so you are right on the money hahaha
Generated a quick sound with jsfxr, and called it a day, for the sake of progress.

Audio settings were planned, but the game was rushed and not developed enough truthfully.

And the lil' creatures? (The Captains!) The ones that are not on a wheelchair were meant to jump up and down as they spoke.
Other than that, I agree, it's super difficult to notice, and the dialogue doesn't make it clear enough.
I'll have this mentally noted for whatever's next :p

Thanks much for the compliments and feedback!! :D