Ayyy!
I installed the windows version and the diagonal problem still seemed to persist, so it could very well just be my problem.
This one was fun!
Though the difficulty could use some adjusting.
It gets very busy very quickly, and holy moly the whirlpools. The whirlpools are a nice addition, but they too, just like the enemies, get very overwhelming very quickly. But that's not necessarily a bad thing, that's just my opinion.
I especially liked the upgrading, if you decide to expand upon the game, I think it could lead to some very interesting mechanics or combinations.
Nice job!
Pretty nice precision platformer, very impressive for 4 days!
As stated in other reviews, it's difficult to tell at times, what's important, and what's there just for the sake of it. Other than this small drawback, the art is very nice and crisp, pulchritudinous even.
The difficulty could be adjusted in my opinion though, making the game challenging, but easy enough for the casual player is no small feat after all.
I myself specifically struggled at these 2 bolts, I couldn't find out how to get to them no matter how hard I tried.
Also another thing which struck a chord, although I don't know if it's the web versions fault or whatnot, was that the diagonal throws were extremely hard to pull off, I only learned to make downward diagonal throws by doing some very weird fighting game inputs, as holding them down simply didn't work.
But other than that I liked the game very much, I spent quite a while messing around, long enough for the music to cutoff. (nvm I probably tabbed out)
Also bonus points for using a less popular engine, framework?
Very nicely done!
Ayy thank you for the in depth review and advice!
Also I agree, the game isn't fun, but I wouldn't necessarily blame the game design, I simply struggle with determining how much I'm able to achieve with the given time frame.
Playing this game currently is akin to playing basketball, except there is no ball... and the hoops are telephone poles.
The game is so unfinished that i genuinely contemplated if i should submit it at all. The barely functional gameplay loop was implemented in the last 3 hours after all.
I did consider joining a team, but given my lack of social skills and no real need for help when it comes to art, programming, or audio design (believe it or not), I chose to work on my own. I might join a team next year though, only time will tell.
Also i will probably expand upon this project in the following weeks, to get my initial idea out there.
Big game from a big team, nothing short of awesome. Simply put, a very (very) nice game.
Although i think the main game differs too greatly from the cutscenes, (personally(personally)) (although i have no right to dictate another persons design philosophy) I would've gone with a more "toon" shading approach, putting a smaller emphasis on the Triple A look.
But other than that the game is very good in all of the aforementioned aspects.
Awesome job "Team Blue Gym Bag", very nice work!
The art is wonderful, very cute, much like.
Though i must say the progression in the endgame got a bit stale, but i guess that's a given for clicker games, so no worries. I used the waiting time to rate another game in the meantime!
Also i think it would be funny if there was way to make Nuero fight in the dungeon.
Very nice job!
Aw man, just as i finally got the hang of it all my hopes and dreams got crushed, finding out there's isn't any content left.
I can very well see how this game would be fun, communicating in a new (not really new, but new nonetheless) language, although there should be a better introduction for it, for it was very confusing, but then again, finishing the game only left me for wanting more.
Exquisitely done!
I found the game to be very fun, albeit quite janky at times, fun nonetheless.
The first 2 times after going in to the cave and dying to fall damage i decided to explore elsewhere in the surface and was quite surprised to see multiple ways (i don't know if intentional though) you could use to go around multiple paths. I died a couple of times by going to the far right side until i decided to climb the hill right left of spawn.
Long story short i climbed the tower, killed 3 or 4 drones after dying a couple(alot) of times, only to finally realize they are attracted to my flashlight, died many more times, got to the top, climbed down, took the elevator down without dying (finally) and i think you get the remaining gist of it.
Sad that there wasn't any audio, but it was a pleasant experience (at least for me), i especially liked that my previous attempts didn't despawn, but instead dangled in the air, it was a very nice touch.
Very nice job!
Very challenging, there were some particular level design parts i didn't like, for example the lack of save points and some of the big gears blocking the screen, but i am not particularly against the ideas itself, i just think they could have been better thought out
Another issue i found, albeit quite nitpicky, is that the fire hitbox is a tad too big, as the fires and portals themselves were the single most lethal obstacles, for myself at least..
The platforming itself was quite nice tough.
But the ost was quite surprising, pretty decent for a jam game if i say so myself! I believe it just needs a bit more on the low-end (Bass), then the songs would be absolute bangers.
Thankfully the issues aren't something a little polish can't fix, i remember my first jam game didn't have any audio at all, and most of all, was breaking left and right!
Very diligent work!
Also "13 seconds before deadline" - close one lol.
I did actually manage to find a easy way to reproduce it.
1 - Go up against a wall
2 - Look up
3 - Shoot hook
4 - wait a couple ms (basically let the sound effect play halfway)
6 - release hook
7 - spam jump
And as long as you're still right next to the wall you can move around and go up. (For example you can fully turn around)
As simple as that!Very fun, very addictive, and i absolutely hate the sounds the "face things" make (In a good way), simply put, the game has a lot of potential if you decide to continue working on it.
You only ever realize how slow you truly were, only after you have accidentally flown into a flying face.
Very nice work!
The infinite wall jump bug is also very funBelieve it or not, she's pretty fast when she gets the momentum rolling, so you often gotta watch your back and dodge brotha!
Tough i highly doubt she can catch you through walls as her hitbox(the one that catches you) is much smaller than her collision box(the one that collides with the walls).
Thanks for playing though!
Damn this was pretty darn challenging, but quite enjoyable!
The one thing i could think of could use some sort of adjusting would be the level size or size of everything in general, maybe making the levels smaller all the while the sprites bigger sort of deal, or maybe making a dynamic camera which follows the player along - why? Because its a little difficult to tell everything apart at some occasions.
But now that i think about it making the screen size adjustable could be very simple alternative too.
But other than that, very nice work!
First of all I'd like to give big props to the artists who drew/composed for the game, the audio and visuals were very cool. Truly a feast for the eyes and ears alike.
But i must confess i got stuck in the painting puzzle for a good minute (i may be stupid), only to get softlocked by the hatch right after, but hey, nothing a little polish can't fix!
Also big props for the writers, for what is a game without a good story!
Noice job!
Sadly i have to admit, i didn't manage to beat the game, but i must say, i really appreciate some of the things you did. The sounds design is very well put together, the screeches and distressing, jingles are startling, footsteps are footsteppy, although i would've liked some more ambient sounds (like wind blowing or something), but that's not that necessary, as silence itself is quite eery.
The atmosphere is also worthy of a horror title, i especially appreciated the weird pixely thing you did with the skybox, as it gave a somewhat unique feel to the game.
The parkour part was a fun addition, but holy moly that maze is just straight up evil, waay too big in my opinion, but it did do a good job inflicting anxiety upon me.
The bugs are the biggest flaw in my opinion, but that's nothing a little polishing can't fix up!
Very nice work!
*Bonus pic of bugged out evil (she's stuck)*
I think the main issue could be that the game lacks a sense of direction, for example a clearer objective, but i don't necessarily think all that much needs to change, for example a tutorial or increased amounts of information (nametags and such) could very well be enough to vastly improve upon the experience.
Although i can image how to torturous it must be, participating in a game jam while your brain is barely awake, body riddled with countless bacteria and whatnot.
But at the end of the day, you managed to make a game and for what i know, that's all that matters.
Nice work, valiant effort indeed!
Nice and simple, i mean, who doesn't like a good tower defense once in while!
But "erm", i think some stats would've come in handy as a nice addition, and the theme implementation could've gotten some more thought, but other than that.
Erm, very nice work!
Also it was pretty cool that you implemented the chat in the game.
My pc struggled, but in the end i managed to beat the game, and i must say, it wasn't all that bad! I especially liked the end fight where you're the overlord, flinging the hero all around the room.
But on the earlier levels its a little too repetitive in my opinion, so an improvement on combat could be a nice addition.
Nice job!