Cool little jumping game. I really like the grinding animation. Could use some sound.
archm
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This is a cool little tetris-like! Spelling 4 letter words is a little tough. The slight gap between pixels is effective to sell the 90s LCD look. Music would go a long way, even if you used the classic Tetris theme. The hard lock to the glyph grid is a bit jarring, it would look much nicer if you animated each step of 8 pixels. 8 pixels is also pretty large on such a tiny screen, You could probably get away with 6 using a 5-pixel high font - that would give you a much taller chute to drop glyphs. Very cool.
The presentation of the phone UI is really cool, but makes playing the game pretty terrible. On a 16:9 monitor, the game screen takes up about 1/25 of my monitor. The game feels pretty simple - is there a way to win? Some kickass music would go a long way to making it more fun, possibly weapon pickups. Wolf3D and Doom are masterclasses in what makes an FPS fun.
Good work.
I like the animations (eyebrow twitch is great) and that it saves after every level. You should allow the player to skip text scrolls, I had to repeat some levels 4-5 times and reading it each time got a little annoying. I'm not really sure what this has to do with grinding, but it's still fun.
*Spoiler*
I like the ending implication that you become the bouncy queen
The sideways music scroll feels very uncomfortable for me. I guess I'm used to guitar hero. I beat both levels by spamming the strum bar (turns out you can win by holding all three buttons and spamming strum). I'm not sure what this has to do with grinding. You are using more than 2 colors with your text, next time turn off anti-aliasing. The intro text-scroll is also a little too fast to read at that size text.
Cool start.
This is very cool. The chromatic aberration and brightness are a bit high, but the overall look is nice. Movement is snappy, though combat is a little slow. Your weapons animate, which is more than a lot of games in this jam. Crafting is a little uninspired, almost like it was something to check off a list. I dig the roguelike pro-gen dungeon, but it didn't really feel like I was going anywhere - just endlessly searching for exits (I guess that's the point of an infinite dungeon). Does your game have a win state? I think that might be required. Nice work.
The movement sfx is kinda wild, it sounds like a drum beat. Sadly, you have to keep hammering on the movement key to keep it going. Making players do a quiz whenever they interact with a portrait is some real lovecraftian horror. I like the artwork and models. Combat is a bit boring, just another quiz if you have the key. Overall, looks nice and plays okay.
This game feels pretty good. I like the environmental storytelling much better than the big walls of text. Movement is smooth. The overworld is a bit crude. It could be vastly improved by just adding a few jpegs to the background and a little topography. Music is atmospheric. Models and textures look pretty good, but I did see some inconsistency is texture quality which is a bit jarring. Picking a texture resolution and sticking to it would help a lot. Well done.
This is fantastic. The art looks great and fits together. The controls are smooth (Although I would prefer to swap QE/AD). Music is atmospheric. There are such nice little touches, like outlining when hovering over someone. The systems seem well implemented. Couple UI things: It would be nice if you could just drop an item on the character you want to hold it, rather than having to go into their inventory. It would also be nice if when you press ESC all the open windows close. It looks like you wrote this engine yourself, which is nuts. I am amazed. It would be nice if the UI showed how long you have to wait for a character to act, like an ATB bar or something. Really a phenomenal entry.
Movement is way too slow and it's irritating to have to keep hammering on the key to move forward. Combat also feels very slow. There's no feedback to know I'm damaging the goblins. Models look good, but are clearly not bespoke - the styles also clash. The text boxes are jarring when everything else is so rendered; maybe use a texture instead of white and something other than plain san serif font? I seem to have encountered a glitch after talking to the girl where no other actors were active.
Voice acting! In a game jam!? Everything looks so polished. The textures looks like you ripped them right out of Eye of the Beholder. There's a little bug where you can move onto the same square as an enemy (I have the same bug). I couldn't find the exit out of the 2nd level and I couldn't go more insane as directed because I had already killed all the enemies. The minimap is great, one improvement would be if it filled in spaced you could already see instead of just the ones you walked on. Please make a clear way to quit the game. I hate having to use task manager to exit when it forces full screen. Otherwise, great job.