Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

The style is very cute, it and the gameplay capture those good ol' Atari era vibes!

The tutorial was slightly frustrating, I got caught twice and had to restart from the beginning. I also think the explanations have quite a bit more text than necessary, buuuut that's definitely way better than having no idea what I'm doing at all!

I'm still not sure if there's any trick to stealth. In the end I just jump over every goon, but that's still plenty fun. Another layer to the stealth (which may be there already I'm not sure? I tried hiding under the truck in the intro but it didn't do anything and there wasn't anything to try hiding under in the house) might help spice up the gameplay.

I would also recommend making the pause button Enter instead of Esc, since Esc knocks me out of fullscreen mode.

The core gameplay loop feels like it's missing something... there's not really any thinking the player puts into it, and the different dances don't do anything interesting, as fun as they are. You just kind of have to check every single person every single time you get every new dance, and the walk speed makes this quite a chore. I'm not really sure what the easiest way to remedy this is, without adding mechanics that the dances do that physically let you reach new areas. There isn't really any incentive to reach new areas anyways, since everywhere is simply full of random people regardless...

It's not quite a stealth game either since you don't really need to run and hide, the goons are ultimately not much different from a hole in the floor you need to jump over... Maybe if there were more goons or smarter goons who could follow you upstairs/through doors, the dances could be used to hide the player, but they only pair with a specific person or object? Not sure how much that would really contribute to making it more of a metroidvania, but it might be fun.

One more thing I'd like to add, I never felt like the goons were unfair, and I really appreciate that. I never once walked over into a screen and ran into one instantly or anything.

I think the aesthetic is really charming, I love the little dances and the scarce bits of dialogue (I got MJ, not sure if the others were references!) and honestly the jumping which would feel way too floaty in any other game I think actually works really well here! Nice choice of music as well.

(+1)

Thanks for playing! Yeah, one of my goals is to integrate tutorials into gameplay rather than walking through walls of text. I just tend to implement them at the end of the jam when I'm burnt out.

Originally stealth was going to be the primary mechanic, but once I started doing the play animations and dances, the idea switched from being a challenging stealth-based metroidvania to a chill and playful microvania. The truck in the tutorial was supposed to be for learning how to drop through platforms. You could jump on top of the bed and cab of the truck. I should have just went with a down + jump button, but by the time I really noticed how awkward it was, it was past the point where I make any adjustments to the player controls and chalk it up to being a down-side of being a jam game.

In regards to the pause button assignment, ENTER isn't intuitive to the player as a pause button. If my P wasn't being used as a dance, I would assign pausing to it. It makes more sense than ENTER. Its just a shame that web builds will suffer if ESC is used in any capacity.

The gameplay loop is definitely not challenging and definitely is repetitive, but it stems from the chill direction. Like floaty jumps aren't my favorite either unless there's a specific purpose for it, but floaty feels chill in this case and I went with that.

This game is much different that my previous entries (much more metroidvania like than this) and my intended future entries, but one of my goals for this year, which was year one of focusing on game dev, making 6 games in total. I made #5 a while back and felt like #6 had to be the best game of the year, showing off everything I learned over the year, which made me feel a lot of anxiety and doubt. Just having fun with it and keeping it chill, took that edge off.

As for the references, just MJ and the headbop teachers were actual references. The headbop guys were referencing a recurring Saturday Night Live skit with Will Ferrell  and Chris Kattan, where they were obnoxious party guys that get kicked out from clubs, high school proms, nursing homes, etc for their behavior.

I definitely appreciate the detailed feedback. I always keep good feedback in mind when working on future games, so while I wouldn't make the changes suggested for this game specifically, all the criticism/feedback will help me not repeat mistakes like how I implement drop through platforms.

Sorry for the wall of text, I'm still trying to wake up and organize my thoughts before I continue playing entries and providing feedback. Your game is in the queue for today, so you'll hear from me again lol.

Ohhhhh yeah I got the complete wrong impression from the trucks, I totally thought you were supposed to crawl under it to avoid being seen. I didn't see any reason to try jumping on them and then down. Thankfully descending staircases ended up being intuitive anyways 😌

I'm surprised you don't find ENTER to be intuitive (I used it as pause in my game), but asking people around me and checking games on my PC I guess I am the odd one out. I think it maybe it's traditional for WASD games, but less so for arrow key games where the player's hands are positioned differently...? I grew up playing flash games and emulators and very few actual PC games so using ESC has never even occurred to me, except in the case when it's a separate menu for specifically quitting the game. Very interesting, I'll have to keep that in mind in the future. I'm worried people who play my game might not even realize they can pause now.

I totally respect making a chill game, I think you definitely accomplished that!

(+1)

Yeah, you're not the only one who had that impression. A few people who played the game for me mentioned it and the confusion about the stealth not actually being a game mechanic. So that's definitely something to keep in mind in the future.

I'm not a big fan of emulators and have been completely confused by the use of arrow keys and z and x being commonly used. It wasn't until a couple months ago that I downloaded a gba emulator to play Pokemon Fire Red and realized why that those control schemes were being used consistently. So I definitely get that. Thats why I try to include gamepad support or alternate keys.

And thanks! I'm glad I was able to communicate the chillness haha