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Aurora Storialis

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9
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A member registered May 25, 2024 · View creator page →

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It's a fun little experience! Getting used to the truck's controls was initially a challenge, but once I got the hang of it, I had a lot of fun driving around this space. I enjoyed having some control over when I gave my Tamagotchi the items I had on the trailers. I was able to avoid picking up the dangerous items, but I worry that having a knife in a trailer and not giving it to your pet by accident would be quite difficult. A place to throw away items would be nice addition

The meters have a bit of a readability problem. Two of the meters go down over time, while the other two go up over time. Since they are coloured the same and are in the same place, there's no real indication that the two sets behave differently. 

Also, I found myself either with many options to pick up, or nothing to pick up at all, without much in between. The lack of pick ups made it difficult to keep the Tamagotchi alive for longer than a few minutes.

Overall, a very fun way to spend a few minutes!

Love the idea to combine pinball with virtual pets! I liked the visuals and the sounds were cute.

Gameplay-wise though, I found myself getting frustrated. The physics did not feel properly tuned to this type of game. When hitting the pet with the paddles, they would rarely go where I expected or intended them to go. I would take my time to line up shots on the bottom level, only to get an unpredictable result each time. Additionally, the areas sometimes felt very open for what you'd expect from a pinball game.

I liked that you could choose which area to put the pet in, and it was really cool that the bar would go up depending on where you were located. Tuning the physics to be more predictable and less floaty would really help bring this concept to life!

I feel like this game has a lot to say and is very thematic considering its small scope. It also evokes a specific feeling of someone passing you their Tamagotchi, only for it to die under your care.

I really enjoyed the music and visuals, those kept me playing for a lot longer than I probably should have. However, those aspects of the game were imported assets, so it's difficult to know how to rate this submission as a whole.

Overall, I enjoyed my time with it, even if that length of time was short compared to other entries.

I really enjoyed the themes of this game! It was a clever inversion, the little creature was taking care of you, instead of the other way around. I felt the game communicated what it wanted to say through every aspect that it had.

An issue I found was that the spoken audio peaked in some spots, especially at the start. I would suggestion playing with some volume/gain settings on your recording set up to make sure all of your highs and lows are being picked up clearly.

Once I figured out how to play properly, I really enjoyed the experience! The baby dragon is super cute, and the sheer variety of final dragons is astounding! It takes the idea of different final forms and knocks it out of the park. 

However, there were a few readability problems in the game that made progressing impossible until they were worked through. At first, I thought the game had softlocked, because I couldn't do anything to progress. The Hunger Meter going down means he's fed, and 100% means he's very hungry. The meters are not totally consistent, because 100% Mood is a good thing.

This would be a nitpick normally, but when mood is low, you can't feed the dragon, so it looked to me like 100% hunger meant he was too full to eat anymore. This false understanding caused me to be unable to progress.

And it would have been a shame if I left it at that, because the game is so lovely to play through!

The concept is interesting, and the creation of an unsettling environment was well-executed. I was on board until the ending, which I did not enjoy at all. I feel like it spoiled the experience for me, to be honest.

An extremely stylish, polished experience that is simply too cute! The visual style and the audio design does a lot to evoke a feeling of childlike wonder. This is a very strong submission, given the time constraints. 

The game play concept is easy to pick up on, and I found it to be executed masterfully. Though the inclusion of a time limit changes the game's vibe a little, I understand the need for it. Without one, players will realize they can cheat fairly easily, and even if they don't intend to, the knowledge that they could will slowly pull them out of the experience. 

A joy to play and watch! Thank you for supporting this Game Jam.

A neat innovation on the Survivors formula, I loved the central mechanic of recalling the Tamagotchi by manually clicking. It's a mechanic that is easy to understand right away, but has a lot of depth and a variety of potential player styles. I enjoyed developing the timing it took to control the weapon. I think there's a lot of potential for a game based around this mechanic.

There were a few wrinkles in the details that would need some ironing out early in development, however. Hitting an enemy while recalling can knock them into you and cause you to take damage, for example. Additionally, the lack of additional levels or enemy types left me feeling a little disappointed, especially given that I was really getting into the rhythm of things just before the experience ended.

Overall, I really enjoy the experience this entry promises! Having enemies that can only be hit from the front or from the back would be an excellent way to expand this concept.

I'm glad you enjoyed the dice interactions! I'm sorry to hear that the instructions were hard to understand, though. Was it a certain section with the in-game instructions, or was it the controls in the description that were unclear?

Loved the concept, and how cute it was. However, I feel like I might have broken the game. I got Fish and Mammoth on the same screen, and then I was able to survive anything after that with no trouble.  I got to Millennium 45 before I stopped playing.