you have to equip a weapon otherwise it swipes with nothing. I should probably not allow you to attack without a weapon or add an unarmed attack
AspectWaltz
Creator of
Recent community posts
good aesthetic and nice variety with only 3 enemy types, here are my notes while I was playing
lvl 1 :
enemies across the balcony from the lever to open the stage don't shoot unless approached
there is a strange floating light at the door that needs the key to open both times
dogs can ghost bark after they die
lvl 2 :
I approached nonlinearly have the green key and I am either midwitted, lost, or bugged and can't open a door
lvl 3 :
the door after the dumbwaiter pushed me aside and I could not continue
good stuff, looking forward to morenice RPG. will say though that this exposition dump at the police station is totally uncalled for. honestly the worst way to deliver a story to the player. some shot-reverse-shot starwars stuff. if some shit is interesting it should shown to people visually. Like I wanna play a prologue section about some crazed killer escaping maximum security prision, not listen to a fat cop tell me about it
Thanks for the feedback :) Saw your game on stream, very cute :). I just didn't take the theme literally. By 1 room, I essentially interpreted that as 1 scene or map. Everything in the game takes place within this one island location that never changes, but different stages have different nodes to travel to.
I opted not to take the theme literally compared to most others. By 1 room, I thought to make a game that featured just 1 scene that never changes, but multiple levels. There are no scene transitions. The game loads and that's everything there is. So it's like the map is the same everytime, but the nodes where you have to guide the boat to are different for different stage changes.
ahh yeah, in retrospect I was trying to create a milieu but I may add a skip cutscene button after the jam or at least super skip forward, but then I feel the player lacks the framing as to why the game is why it is.... another option is to just cut the dialogue down to 2 frames instead of 7. And yeah totally! I would have loved to do at least 1 more crate type so there's like incremental mechanic learning a la cut the rope or similar games, but I just got tired lol, Thank you so much for your input :)
ty for the kind words! my idea was that the map is the exact same every track, just the nodes where you have to go are different for the different stages. So I guess think mario kart standard 150cc tracks vs the mirror mode tracks, same map but different. There's no scene transitions or anything, just the one room/scene with this one island
Very short and simple. Great take on the theme. As far as walking simulators go I found this to be very snappy and responsive to play and I was certainly very immersed. As far as sound design is concerned, it's pretty fantastic mixing IMO. The ambient track sounds great and the footsteps aren't too invasive, but I felt the doctor/ jailer/ warden/ person /(you? lol) talking was muffled and only comes in mono in the left ear regardless of where you are in the room, but that might be by design ;). The "boss" is very spoopy whose design seems to fit something that can make a non-euclidean game happen, but I went and played the game twice because I wanted to see what happens if he catches you and nothing happens!! Infinite disappointment. Regardless, fantastic entry.
Cute simple yet charming game. Very silly dialogue :) and a "stealth" game seems like a nice take on the theme. I actually didn't mind the controls like some other poster said, but I will agree that I don't think the student chair set up needed precise collisions! Just make it a box. I found the sound mixing to be a bit lacking. The ost is pretty catchy on its own, but the pings and beebs on the sfx channel are too high and blown out relative to the music in my opinion and there's no way to fix it/ rebalance in game. Also, another small problem, it is not possible to walk above the seat in the top-right corner of the seating arrangement since it's blocked by one of the teacher's desk even though it looks like you should be able to squeeze right in lol. I think the UI elements clash a bit with the rest of the game because they're in a different resolution, like the clock on the UI is so much more detail/ pixel density than the rest of the objects in the scene, I'm not sure if that's a scaling problem or you just scaling down really big sprites. In any case, nice job! It's kind of like Monoco: what's Yours is Mine, but small and cute.
Very atmospheric walking simulator. I'm a sucker for the low-poly so I appreciate it. It seems though that the texture resolution is different on different things in the scene (the walls vs the door), but this may be a stylistic choice to accentuate the door. I was very impressed with your use of pipe hissing type sounds. The sound track really does capture the spoopy-core aesthetic. Though, I think the game could have done with more with some principles of animation type things: some fade in, fade out, lerps (the ending cutscene return to the title scene felt abrupt to me, but I think that's how you want it to be). A small sticking point was that I really disliked how the player movement accelerated - decelerated, but different strokes for different folks.
could be visual or something like a diagetic sound like ca-chunk or whoosh when you can do a particular ability again. I would say take a day and look at how twinstick shooters like binding of isaac or nuclear throne handle the hud for ability cooldowns. I envision something like risk of rain's cooldown counters. If you want something closer to home in bullet hells I would say check out the UI in xbla dodonpachi series. I thought the game felt just fine to play. Initially I felt that the dodge and the dash seemed to overlap in functionality, but I used the dash as a gap closer to hit gundams that run away.
I played this on linux and it seemed to work fine, but I didn't have sound. I'm not sure if that's because you didn't add sound yet or the linux release for godot didn't work right. In any case I liked your shmup. As far as the abilities, I think it would be good to have a visual in the hud for the cooldowns on the dash and ghost abilities as well.
I decided to demo your game on linux and it seems to work fine. The ost is very nice thus far. the battle theme is very groovy as well, nice work! As far as UX stuff, I found it strange/uncomfortable use E for interacts in the overworld, maybe this should be rebound to spacebar. The ocean sprite you should redo that as a shader. Dying in combat and hitting continue softlocks you? don't make fun of me for dying, I did get to the end of the demo. nice game, keep it up