Thank you! We have an update queued to fix the proportions, I had set it slightly off in the Unity build, I'll get that updated here soon! Glad you enjoyed playing!
brueland
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Very clever, i love the gameplay mechanic. Hard to fail if you're patient, so maybe a bit less time on the timer. Controls could be a bit more fluid, using multiple keys on the same hand gets cumbersome. Perhaps mapping it to wasd and space with q/e to swap and slip in the parts would be good, the lesser hand movement allows for faster building and you could get away with a shorter time limit.
Interesting concept, bold going for the pvp right out the gate, if you can get it down, it could be a fun concept! I do like the hand drawn aesthetic, i'd maybe tighten up the controls layout so its easier to maneuver and hit the target. A visual to indicate damage being taken would be helpful as well. Keep it up!
Good feedback, thank you for taking the time to play it and leave your thoughts! Dialogue def needs some work, sort of a patch work of adding sparse guidance here and there that we plan to flesh out and expand upon in the full release. Combat in this (and the full version) is intended to be more focused on escape and avoidance, as opposed to defeating the mobs, the lantern mechanic lets you dispel the shades temporarily, yet they pool and respawn at a new location to keep the pressure on the player. In future releases health would be affected by the collisions with shades, the lantern would gain intensity and help fend off the shades more strongly, and if you did die, you would restart from the beginning of the room (or a save point).
The shadow concept is very strong, and ties real well into the theme. Gameplay is well scoped and gives a good sense of reward when you start to master the skills. Controls on keyboard were a bit hard to use spells (mostly my terrible keyboard dexterity, no shade on the developers there) but the controller layout made things a lot smoother and were intuitive to pick up. Right stick to aim your skills would be a nice to have, but once you get the hang of pairing your movement with where you're aiming it was much easier to focus on nailing the timings. Art and music strengthen the core gameplay elements and add immersion to the experience, overall a favorite so far in this jam!
The play is pretty intuitive, being able to see where the potion falls as you're building it creates a nice idea of how you can manage the resources between supplying customers and having to restock. The control to brew the potion was initially a bit confusing, as I was trying to click the cauldron with my ingredients which led me to dropping them (no five second rule for spilled mushrooms?) but when I got a grasp on just dragging them over the pot it was pretty clear what to do! Nice work and excellent art style, the performance of the game was great, no big bugs or issues loading!
Great feedback! We'll definitely make sure to be more explicit in our level layout and design to help guide the player towards a more natural understanding of the grapple mechanic and clean up some of the initial platforms in the forest area!
The lantern mechanic is intentionally set to drop when you grapple to set up a more nuanced decision by the player of when they need to leave the safety of the lantern to reach a switch or puzzle, but I agree our presentation of that choice was left a bit unclear, we will also work to make that more explicit in future iterations!
Thanks for taking the time to play and we hope you enjoyed the current release!
There's clearly a lot of talent going into this project, I'm better for having played it! The systems are well tuned and the art is very engaging and keeps you exploring. The story line has good humor (the king's voice is very Banjo, love it), I always enjoy some slapstick. A couple things I'd consider moving forward:
- I kept trying to jump over the bag in the beginning and ending my run without realizing what I was doing (I'm bad, but gotta design to the dumbest guy in the room ha)
- Things load almost a bit TOO quick, maybe tune the scene transitions to give some space to mentally transition as well
- Kept digging myself into holes I couldn't really get out of, maybe adding a direction to your swing to help aim where you're digging?
- When starting your level and showing that tutorial book pages (which look GREAT), I was initially confused that clicking the book to start the level was the move, maybe add some text over the top to show you're beginning there
Will keep this one on the watch list!
Overall a very enjoyable experience! The music is something I'd listen to even not playing, great track. The combat and procedural generation are a great touch, hardly had any questionable obstacles appear. I had one area where the key spawned at the same time as a large red potion on top of some spikes, so I was wandering around for a while looking for the key, but not seeing it since it was hidden (maybe make sure the key is top layer when it spawns? maybe clink noise to indicate it spawned?).
Good atmosphere and art, and the lighting and fog effects are great. I like the idea of the scrolls and being able to trigger both, and the level design leads you naturally to how to use the controls and abilities. Level 3 with the double jump was a bit unforgiving (and not being able to reset in the room above the jump), but once you got a hold of it, it was just fine! Good work!
Good atmosphere and art, and the lighting and fog effects are great. I like the idea of the scrolls and being able to trigger both, and the level design leads you naturally to how to use the controls and abilities. Level 3 with the double jump was a bit unforgiving (and not being able to reset in the room above the jump), but once you got a hold of it, it was just fine! Good work!
The cutscenes, music, and pixel art are on point! The fix you posted in the description worked great and I was able to make it through the levels with a couple tries. The skills the thief has are a fun way to spice up the format, and the impending doom of trying to pick the lock as I watch someone walking toward me put a good emphasis on necessity to be quick and quiet. The additional cutscene in the GDD shows there's a lot of thought behind where you want to take the story of this game, excited to see more from y'all.
Thanks for the feedback! The lantern drop when trying to grapple is an intentional mechanic to force the user to make a choice between the safety of the light, and being able to have that increased agility the grapple provides. The platforming puzzles that utilized that choice could have more exaggerated in the design, and that feedback will for sure be incorporated! Cheers!