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Thank you so much for including a windowed version. I hate fullscreen games with a passion
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I was very confused at first because I was trying to understand what “Extraterre strial cheese” was supposed to mean (the title screen has a line break)
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The rain (and accompanying ambience) looks good and I really like the impact particles it creates when it hits the ground
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Usually I wouldn’t recommend mixing multiple styles (in this case pixel art and just normal low-res involving things like gradients) but I feel like it looks pretty nice and gives it a sort of charm especially since it’s like the style shifts between the foreground and background
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I don’t like the sun and the mountains though. The sun is very pixelated but since a gradient is used it stands out and creates a weird banding effect where you can see how the pixels change and group together. The mountains don’t have the same issue but I just don’t think they really look like mountains. Their shape is pretty recognisable as mountains though
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The dialogue system is lovely. The way the characters appear over time is very nice. Though I feel like the SFX that comes along with it (which I assume is supposed to be the mouse) gets a bit repetitive since it seems like it’s the exact same SFX each time. Perhaps randomising the pitch slightly could help or picking a random SFX out of a few pre-made ones?
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The road/path has these things on it but I’m not really sure what they are. I think it also looks quite jarring because of the mixels (mixing of different pixel resolutions)
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In terms of the player sprite, I feel like some of the colors used don’t have enough contrast. Some of them practically completely fade into the white fur. There’s also quite a lot of similar colors which makes it seem a bit noisy (especially in areas like the cheeks)
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Someone else mentioned that the mouse does not look like they’re starving but I strongly disagree. I have an ongoing mouse problem so I’ve seen a lot of mice recently and they all look cripplingly obese even when they’re hungry (their fur adds a lot of bulk, the bodies themselves are actually quite small). I applaud you for your accuracy
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I feel like the camera moves too much when the player jumps
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The movement itself feels good and responsive
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I don’t think the walking animation looks very readable. It seems a bit slow as well. I think the way it speeds up when the player is sprinting is a nice touch though
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I love the names of the NPCs
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One of the only games where I didn’t skip the dialogue because it’s actually good
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I didn’t expect to meet an eldritch horror when I jumped in that first hole
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The tentacle guy’s sprite is pretty good but I think it could do with a bit more hue shifting
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I’m a bit confused with how the running section works. I just avoided all the platforms and ran straight into the rocks which made by progress bar hit the bottom. I was then picked up by the tentacle guy like 3 times before I was brought to the “Try again” menu. Edit: It seems like when the progress bar runs out you can no longer move and then the tentacle guy kills you. I think you have 3 lives? If so, that’s not very clear. Maybe a health counter would help? I also think the progress bar itself is quite hard to read as sometimes the progress bar looks empty even though it’s not actually empty
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The lightning adds to the atmosphere but I feel like the mixels grab too much of the player’s attention
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I keep on forgetting I can sprint
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The running section is really difficult but it was very satisfying once I started to get the hang of it
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The platforms feel a bit maze-like in that sometimes you have to go a specific path (which seems unpredictable) or you will die which is a bit frustrating. For example, here I cannot go anywhere except left which leads to my death:
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I like how the tentacle guy’s hitbox wasn’t just a giant wall since it made it quite a bit more forgiving as you could kind of manoeuvre around him to get away
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I don’t really understand what the 2 NPCs are doing during the running section. When I get picked up it seems like they run past. Are they saving me?
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I like the cheese sliders for the volume settings
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It feels like once you get caught once during the running section you’re destined to lose since it messes up the flow of things. I find that this is even more true if you’re progress bar has already hit 0 as well. I’m not really sure how to give much critique on this but a restart hotkey would be nice. Perhaps the tentacle guy always drops the player on a platform? It’s quite frustrating when I get dropped on the ground and am just left there to suffer until he comes back to pick me up
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I think the tentacle guy’s hitbox should be just a little bit smaller. It’s always fun when you just barely scrape death
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I think there should be a progress bar showing how much of the running sequence you have completed
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I like how the tentacle guy doesn’t start moving until the player does
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At first I thought the lightning was just for decoration but it seems like it also depletes the player’s progress bar? If it does I think this should be made more clear
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I think the movement would feel better if things like coyote time and input forgiveness were implemented
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The “Play again” fade out transition is nice
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Sometimes it feels like I just get teleported into the tentacle guy’s tentacles and carried away
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I spent over 30 minutes trying to run away from this tentacle guy but I wasn’t able to do it. If you have any tips please let me know because I really want to finish the game and see the ending as it’s pretty fun. The dialogue is really entertaining as well. Well done!
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Edit: I just replayed the game but this time I ditched Julies Cheeser hoping it might be easier but it was actually harder! Good attention to detail though. I understand the interpretation of the theme now