Thank you for the feedback! Glad you enjoyed it. Yeah, the physcis of the claw are a bit buggy, but surely something that can be fixed. I'm going to polish this game as good as I can.
aquilaiovis
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Really nicely polished. The audio and the textures are nice. The user feedback fits well and the menu is just about perfect for the game's scope. But unfortunately, I honestly didn't have fun. I didn't find it challenging and the mechanic of merely turning every tile again and again wasn't intrigueing enough for me to attempt being efficient and getting quicker times. One could make a puzzle game out of it or a guitar hero like game where you have to rotate the tiles to some rythm. But don't make my words let you down: Your game's a great accomplishement and I think it fits the theme well.
From the submissions I tried, your one fits with the theme the best I find. An original yet intuitive mechanic. I also liked the little story. Gave the game the flavour it deserved.
Perhaps you could have one half of the screen showing the view of each square at all times, because I had to switch back and forth between the views many times.
Great work for a first submission!
How refreshing! To be frank, I only committedly played those submissions, that striked my eye or those that were made by someone who also took the time to look at my submission. And truly, I was surprised by this work of art. This is a nice example of how games can be art.
The intro immediately immersed me into a calm atmosphere. The style was really fitting, as I added my own meanings to the surroundings. Several themes came up in my head while playing:
- Are those who wander without path truly lost? Is it to other way around? Does it matter?
- With company you can still be lonely.
- *Eventually I walked to the very right end of the screen, where I got to a different screen, but I my character was stuck and wasn't visible. Yet I put my own meaning to this. The character, and therefore I, am part with my surroundings. A nice transition, even if not meant to happen.
Now would come the part where I would give suggestions for improvements, but I want to refrain from even thinking about that, it would only corrupt your art to come. Simply continue! I will check out your next uploads as well, curious as to what you come up with next.
Incredible what your team managed to achieve in just a week. Especially in your case, as this has been your first Game Jam. I haven't experienced anything in the 3 levels that I could critizise. Though I have 2 ideas for possible additions/improvements in mind:
- When I first saw the melee animation, I intuitively thought, you could stick an arrow into bonfires to light them on fire for increased damage. Perhaps there could be a level at pitch black night where you can only see through bonfires and burning arrows.
- It would be cool if the arrows were fired in an arc. If you hold the fire button long, it will fire farther and if your cursor is farther away when releasing the button, it will shoot straighter. Same goes vice versa.
I felt immersed by the Communistic style during the text sequences, though I found that the actual gameplay felt rather disconnected from that style. I enjoyed the intuitive controls. Some more focus on user feeback could make this game shine even more, for example making everything go like a faster-than-light fade when going over a speed booster or a screen shake when hitting a wall.