Вынужден согласиться, хорошо отбалансить не успели) На самом деле я рад, что в большинстве случаев получилось вполне играбельно и даже весело - только несколько комбинаций непроходимы. Надеюсь, Вы хорошо провели время в игре! Спасибо за отзыв)
buday
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Очень прикольная и милая игра. Минималистичная, но полноценная - все работает, атмосфера выдержана в каждой детали и каждой строчке. Интересное постепенное раскрытие карточек и прохождение на разные концовки. Я бы заменил черный кружок на знак вопроса - с первого взгляда непонятно, что это означает. Вы молодцы!
Классная игра. Выглядит как законченный продукт, все меню и кнопки на своих местах, согласованный стиль и атмосфера во всем. Отсылки на геймдев в целом и GG в частности - отдельная похвала)
Вроде нигде не сказано, в какой момент наступает производственный ад - проигрыш наступает внезапно. И есть подозрение, что прохождение катки математически не гарантируется. Но я получил удовольствие от игры, и геймплейно, и атмосферно. Круть!
Очень крутая идея, классные механики и классный левелдизайн, я проникся головоломками и геймплеем. Сам платформер требует полировки: перс делает длинный подшаг, если бежит дольше секунды, и контроль в воздухе с невозможностью остановиться - убивают много прыжков. На главную механику тоже хочется кулдаун поменьше, особенно на последних этапах, где надо часто менять время. Смог пройти на 50/50, было интересно. И еще хотелось бы побольше деталей окружения на 2м уровне, 1й смотрится намного законченнее и атмосфернее. В целом - законченная и оформленная идея от старта до финиша, круть!
Идея - на самом деле огонь. Мб если знать заранее, где лежат фиолетовые штуки на карте, или носить их на себе и использовать по желанию - будет не так страшно и сложно изучать локацию первый раз, сейчас это довольно напряжно. Картинка красивая, атмосферность присутствует. Геймплей приятный, но не вылизан: персонаж как будто обладает огромной инерцией + цепляется за стены, из-за этого застревает. С удовольствием прошел почти 2 уровня, мб позже вернусь и пройду дальше)
Считаю, что это самая реалистичная игра. Все так и есть.
Если серьезно, это очень геймдизайнерски-умно: сделать целью игры долгое ожидание, но не позволить игроку заскучать, дав ему на изучение телефон с мусором и тиктоком. Это работает. Атмосфера 5/5, реалистичность 10/5.
P.S. OMG, so cutie! And next...
Thanks for playing our game! Your kind words really motivate me to continue creating cool stuff!
I'm still unsure about the future of this project, but after the jam I found a game with similar mechanics, if you're interested: In My Shadow
(P.S. sorry for delayed reply, I didn't realize YouTube was removing my comments)
Thanks a lot! A small post-jam patch is coming soon, and then I'll estimate the possibility of expanding this game with more puzzles and content.
Keeping object's positions is important for gameplay flow, as trial and error in both real and dream world is required to solve a puzzle. I'm glad you liked this mechanic!
Thanks a lot for playing! I'm glad you enjoyed our game! Yes, I had a smart kombo of 9-slicing, layering and masking in mind to make combined shadows look like one outlined texture, but we ran out of time to do so. And for almost every piece of art, there was no time to update it, so first version had to go in. We prioritized playability and bug fixing and I'm glad we did, it feels like the best version we could possibly deliver within the deadline in the end. I'm noting all pieces of feedback to improve in the future though! I'm glad it turned out as enjoyable experience. Thanks for the review!
Very nice game! I can't say I'm fully convinced it fits the theme perfectly, bit I like to see new inkman every fight, with a new name, and then get a chance to use it. Mechanics feel very intuitive, having a very specific set of actions with spawning inkmen, salvaging ink, collecting a deck and using abilities. All that creates an enclosed gameplay loop, quite complex and deep, but manageable and not overwhelming. I also liked the style and visuals, very consistent, creates a very strong atmosphere. I would appreciate a bit more variety in sfx. Otherwise it's a well polished game all around, great job!
I like this game a lot! Very clever puzzling mechanics, introduced gradually in smart ways, level design is good, difficulty curve feels balanced. I like minimalistic style, however adjacent blocks of same color looks like one, I think there should be at least a line between to distinguish it. Overall - great game, one of my favorites this jam actually!
This was satisfying to play, but maybe a bit too satisfying. I did not feel any pressure; difficulty, if it ever increased, was always too low, most of the time I played with one hand as I run in a straight line anyways, just holding W and pressing jump occasionally. I like movement implementation, it feels great, smooth, intuitive, but this movement system is not put to the test at all. I would greatly appreciate a more complex level design, with having to turn, jump up in spirals, run off ledge without jumping to not hit and obstacle above, etc. If you go for scaled difficulty, it must be expressed more clear. The incentive is too vague, there's no visual marker on finish of any kind, and I didn't understand what percentage on the screen means.
I find visuals very nice, style is solid and consistent, creates very strong atmosphere along with music. You could add some SFX and sound cues to movement, that would also help with feedback on movement system. Overall - cool game, I enjoyed playing this, good job!
Alright, this idea is super cool actually, and very promising. There is certainly some more polishing needed though. Since the game seems to focus on puzzle-platforming with eyes-closed mechanic, it must be enhanced in all possible ways to feel good for the player. Going in full blind is not fun, instead you could add sound cues to step, jump, landing, that would help "measure" reality before executing the trick, planning it, and having some feedback in the process. I would also appreciate more checkpoints after each complex trick, especially in a context of a game jam. The quality of visuals is fine, but there's no consistent style to it, that's the biggest problem. You could probably go for all black-white color scheme with super simple silhouettes of objects and character for better result, considering it fitting your atmosphere and narrative. Aside from that, you made the game, I liked it and completed it with joy. Great job! Good luck in your future work!
Nice game! I like gradual increase in pace and difficulty, as you need to manage bigger mazes to gather more resources. I like the visual style, a combination of pixel-art and caustics works unexpectedly well. Overall with all the narrative and atmosphere, this creates a cozy but at the same time intence experience. I think you can make fishscales pickable by default, without having to press E, as there's no penalty and you would do it anyways, and there are situations when fishscale is close to gate and you may unintentionally buy it. Also, I didn't get how to deal with grown-up fish, there's just a chance that upon gate passage I will be immediately eaten and seemingly nothing I can do about it. Aside from that, I enjoyed my time in nice looking game. Great job!
Very cool puzzle! Simple rules, complex consequences. You managed to make a very gradual introduction of mechanics and difficulty increase, feels nice in flow to play. I like level of detail in visuals, effects and animations, it feels very satisfying to watch the squares pop at the end of the level, enhances the experience a lot. You did a great job, congrats!