Wow crazy to hear you had no experience in them. They sounded the best to me
bmo.green
Creator of
Recent community posts
Really nice tracks. Joy of Past Flowers has a nice afrogroove to it. The instruments in Points of Uncertainty are on point, especially the synth line that comes in at the end to do the call and response. The second halfs of Drowning Wings absolutely slaps, nice guitar sounds.
I love the title track's upbeat dnb vibe. Can't wait to hear more!
I would straight up hire you for a game.
What an amazing opener. Excellent ambience, great use of watery textures, breezy strings, synthy blurps and all kinds of quirky sfx I can't even wrap my head around. Absolute joy to listen to. So many good sounds that really strongly evoke the underwater/beach theme and joyful. You've got to do a breakdown of this. Great interpretation of the theme and introduction on your submission page.
I LOVED the shop theme. Did you play the guitar on that?
Charming game with a lot of great dialogue and design on the characters. I loved the simple solution of the backgrounds having multiple levels of depths to create an intricate network of scenes. The use of finding the other player characters yourself is also really well done. As people suggested, making the navigating a little easier to do or faster would help not to get lost that easily. Other than that, great job on this entry! Beautiful characters and narrative.
I don't know if it was just me but for some reason there seemed to be no music in the game? The SFX from dialog were there tho.
Great work on this! Loved the dialogue, the intro sequence sold it straight up. The jokes and fourth wall breaks are nice. The dynamic between the characters is great and you're really onto something with their abilities. The second level was a little hard for me to get through. Perhaps some checkpoint system could help. The controls were fine but I can imagine having some playtesting might help balance the sensitivities on movement. Great job! Top game.
I really liked this simple yet elegant approach to a story. You're very much onto something with the darkness mechanic in the second act and the waterfalls in the last. 100% on the theme.Good use of assets. I loved the interaction with the owl coming in after the third sigil - perhaps having a couple more NPC interactions will help immerse into the story more. Finally I think people would like to have some options for the sfx/voice/music settings. Good job!
I agree. That we definitely knew upfront, this wasn't going to be a game for everyone. Another idea that we discussed to encourage less avid platformer players was to interject more story elements into the game. I myself am always driven by a greater sense of narrative and discovery, which I think we tried hinting at, but our team did not cover a role for writing and storyboarding. Perhaps for a later, updated version!
Music and sfx person here. Thanks for the compliment ^^ - I'm trying to expand my ability to use music dynamically in games!
As for the difficulty - yes, there is a fine line there. We did discuss the payoff between challenge and reward a lot and decided it might not be as fun for everyone with the standard mechanics, so we added an "easy mode" option in the settings to play without the stamina restraint.
We have learned so much about the game/level design from watching people play the game and providing us with feedback. Game design is hard but extremely rewarding.
<3 thanks on behalf of the Hamsterwell team
Hi there! Thanks for playing and sharing your feedback <3 we really appreciate it.
I believe the puzzle below has two major ways to solve:
1) Drop down left, dash left (2 stamina) and mid-air jump (2 stamina) left onto the next platform
2) Drop and glide left (1 stamina) as much as possible and mid-air jump (2 stamina) to reach the platform.
If you ever do find yourself stuck again: one of our artists performed and recorded a playthrough of the entire game.
Really liked how you used the wildcards for this one. It reminds me of an old online game where other player's had to choose to kill their one-life character to allow other players to climb to a common goal. Good job on the puzzle's and I do like the isometric style and water shader. That said, it was visually a little too overwhelming for me to look at sometimes and I lacked some depth perception which would've helped for the platforming. Great job tho. Keep it up!
Really great concept and fun to play. We originally had a similar idea with our team too. Glad to see someone developed the storybook idea! Loved the fact that enemies can inflict friendly fire. Graphics were great and I loved the music. If I have to give some feedback, I missed some visual cue on getting hit.
Wow, what a great thread. It feels almost like there's too much to listen to.
Gonna share my own music too here if you dont mind:
https://soundcloud.com/bmo-green-music