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(2 edits) (+1)

Very nice. Good art, decent gameplay core, nice scenes. Could do with a bit more feedback on things taking damage and the like (everything currently feels very sort of floaty,  not sure how else to describe it), and I'm not sure if I ran out of content or not (beat Ms. Fin twice), but from what I could tell it felt like I wasn't going to see much more but some more dialogue (which was nice, don't get me wrong, but I didn't feel like playing through the entire game again for a few more scenes). 

I liked this a lot! On the more ambitious side of the jam entries I've played so far and there's absolutely potential here. I wish I was better able to articulate what about the gameplay felt a bit lacking. Faster being-hit animations might also help? I don't know, I'm basically spitballing here.

Edit: Thinking about it, I think that's why people think the hit detection is weird. It isn't, it's working fine, but the hit responses, without any sort of graphic effects or sound effects to confirm them, feel a lot more ambiguous. Yes, after you're familiar, you can tell the animation is playing and the healthbar went down, but it just lacks the oopmh I'd expect from a game like this. Ah well. That's jams for you!

(+1)

Woah, thank you so much! In fact, I think it's the opposite, you are not lacking the ability to convey what's wrong, I think you have pinpointed the issue best and made it crystal clear, too! It's been discussed both inside the team and on our game's forums and no one got even close, but knowing the technical part works under the hood I'm 100% certain it's a bullseye. While you are right that the main reason it's so floaty is that it's made in a month (I wish I didn't have to do the script writing, sound design and all kinds of stuff in addition to coding lmao), I think your insights are super useful and it would take us a while to get there, simply because we have lost all freshness of vision after a month of testing and, really, few people are so sharp they can just nail such an issue after just playing a short demo.

Also, yep, even beating Dole Fin once, that's all there is to it right now. It's replayable like any roguelike and there are a few (I think 7 like days in a week) "days" I've put there to cycle randomly after each playthrough, but you are not actually making progress after beating Fin for now.

PS: Might sound cheesy said here but I remember you from eevee's discord, I love deckbuilders and super looking forward to playing your game (as well as some others), but currently waiting for our team to return. Hope they're back this week and we finally get there!

More on what Cloudbird described as floaty: The easing of the animation is off. The in and out points? The motion graph? The animation curve? Whatever it's called in unity or in the animation software you are using. I think tweaking that will solve alot? 

Tldr; If you make more of a gap between the time parts of the animation happens it may look better.

Like instead of the car pictured here being at the same pace the entire time you could speed up or slow down segements of the animation to give it more "weight" and less of the "floaty" feeling? I hope that makes sense?
Motion Graphs