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(1 edit) (+1)

The gameplay is fun enough, but I feel like you really have a unique style and some interesting narrative ideas (why are the slimes saying "Wassap!" to me?). I couldn't figure out where to go after getting the knife, and I spend a good 20 minutes looking around. Wasn't sure what looking up did, but I saw it has a unique sprite for the motion. Music was very fun and made me pretty nostalgic. 

Really enjoy the bits of irreverent humor that reminded me of Undertale. Felt like I was trying to find some way to have more conversations.

Overall, I'd say that the platforming gameplay kinda felt superfluous and not needed. It's fun enough, but my favorite moment was just conversing with that (tree? fleshwall?) dude. I didn't want to kill him! Could be cool to maybe have another way around? I had an option to ask him to move aside, and well, trees can't move so I get why I had to stab him. But would be cool to have an option for non-violence. Or that tower of basic enemies, which could also have made for interesting dialogue. I'm just a bit sad that a really hard jump kept me from enjoying the worldbuilding. Also, controls could be a lot more streamlined, since a lot of the bindings choices are a bit confusing (down is interact? Up makes me look up?) Great start! Character designs are quite strong, which makes me want to learn more about them!

-Zach

EDIT - I ended up getting farther and was happily greeted by more interesting individuals! I'd really lean into the silly dialogue and strange forms of roadblocks.

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Hahah thank you so much for the input!

Yes, I did have initially in mind to have different outcomes, but due to the time limit (and, well, it being my first ever time programming a "full" game/working on a jam"), I had to make the logic slightly more "simple", but making different paths is totally something I'd like to do if we do a full version of the game.

I'm really glad you like the wall though, and the interaction not being straight forward was --kind of-- in the design, but now I feel like I should have put something like a "Press Down to interact". I wanted to have the player have a feeling of freedom to roam aroud and do stuff the way that was more natural, so I avoided from really "telling" you where to go. I see now that, well, it could have been a *bit* more obvious HAHA

The platforming itself wasn't supposed to be as difficult, and I did feel like it was really laking, but well, can't help it now HAHA I'll try making it less traumatizing on the "post-jam" update, and in future additions to the story and to the game.

About the characters, I wanted to make some special "this enemy, but it's a cool guy that will be your friend if you will", which kind of started with the Big Wall (Who'd think a weird big-eyed wall would have a slightly caring personality?) (Also, well, he was the first ever character to be made HAHAHA)


Anyway, thank you for the input, it's great to know that we were able to deliver something this solid!

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I agree with those points! Could almost even have a Persona-esque feature where depending on what you say to the enemies, they join you or attack! (Or not, don't wanna put too much on your plate lol) But yeah I  feel like there's a lot of room for growth.