Played it till third level, core gameplay loop was interesting and immersive.
Overally it could have been polished further in - control tightness, UI buttons, color balance and level loading with simple level picker and loading screens.
Good job.
DayRay
Creator of
Recent community posts
first of all THANK YOU! - for binding jump and attack on mouse buttons, such a small thing and almost noone does it. One notion though, i think jump on right button and attack on left would work better.
Game aesthetics felt well put together but levels themselves were imbalanced, trough all 3 levels there was only 2 places where i had to stop and kill enemies, ran trough them very fast - well placed enemies that block the way would solve that. Controls were quite clunky. Skeletons felt and looked like after a while they would ressurect (just gamer gut) and when they didn't it felt off (almost dissapointing) for me. There's a fine line between hard boss and frustrating boss and this one was definitely the latter - didn't enjoyed bossfight at all.
All in all game felt like more or less well put together even if it felt rubberbanded here and there at times - good job with that.
Innovative idea - 5 Starts on concept just for coming up with it, needs a lot of work though, since practically there wasn't any gameplay. Even simplest platforming shebangs would make it much more interesting - maybe @'s being enemies and jumping on them revealing words and things like that. Loved the concept of two "good" beings having rap battle with one "evil" being, reminded me of "ERB - epic rap battles of history". Lack of proper "spittin' fire" beats was a lackluster, i think it would elevate experience to a whole new level.
"Saturn Prime" was quite the challenge, took me a while to beat it:
Visuals were 5 star - no discussion there and this bossfight alone earned the game another 5 stars in enjoyment department in my eyes - if there was only this bossfight - i would rate it with 5 stars anyways.
Audio felt all over the place to me, i'd preferred if all 3 bosses and levels had the same metal/sci-fi feeling to them.
Controls were quite clunky, left me wanting better.
Plot gave lovecraftian vibes, writing was okay - more or less serviceable, themes the narrative touched hit close to home so i enjoyed it nevertheless.
Plot was anime inspired, i enjoyed it. Wish there was gameplay there aswell since only reading story isn't my cup of tea. Animations of captain was cheap and good looking (the best kind of animations there is), kudos on that. Calming sounds of rain is always welcome with me. Controls felt little bit out of sync with animation speed so it felt like captain was sliding.
This would make a great drinking game if players had to take a shot everytime game used word captain. :D
Very poorly put together product, Tried my best to find anything at all that i enjoyed but couldn't, still pushed myself to play trough it. Art was inconsistent, 32 bit pixel art here, 16 bit there, vector art zeds etc. you might want to keep an eye out for art consistency in the future. Character controller felt clunky. Second part of the text in main menu was unreadable:
Lack of sound added to frustration. There was no serviceable narrative and after i finished first level and gone back to main menu to launch level 2 - it launched and when i tried to move character froze.
I loved the artstyle and music. Writing itself was mediocre at best, worst part about it was that narrative was very patronizing, it tried to needlessly explain everything as if player was clueless stump of wood with zero logical capabilities (just like those horrible hollywood movies) - one of many examples: "Cecil knew that her red eyes could tell her real nature" coupled with "That red-eyed woman in the forest hut" where we, players already can see she has red eyes and can put 2 and 2 together ourselves and figure out that her eyes has to do something with her being labeled as witch - just made me frown from frustration.
Since this was your first game, i wish you the best and keep an eye out for needless explanations in the future since by doing that u're giving away big part of mistery that keeps the player/reader engaged.
Kudos on intuitive gameplay mechanics, it felt alot like "The lost vikings" and "Thomas was alone". Ability to switch to WASD controls in addition of arrow keys would be good for those who aren't used to arrow keys, gave me a hard time for a bit.
Encountered a bug, whenever you're in a level and press ALT it will load next level ontop of previous, sounds will overlap and so on until there's no levels, then this error pops up and game crashes:
Got 283 score on first run. After 100 score or so, difficulty became competetive and fun to engage like touhou, character movement felt very tight and it was enjoyable overall. I wish it had difficulty select, so i wouldn't have to replay 1-100 score difficulty. Temperature being double edged sword (spend too much and you're outta dashes = accumulate too much and your laser is on cooldown) hands down deserves 5 star on originality.
I totally get you on collision, i had a choice to make there - either not have grazing at all, which would mean ninja moves inbetween wrong temperature notes would be next to impossible but it would make picking up notes easier - or have grazing which makes picking up notes little bit harder. I decided on latter.
Thank you for playing, much appreciated!
Sadly i was unable to play the game.
In first level character fell here, i couldn't get out so i pressed esc then restart:
it restarted me in another level and when i fell down, character wasn't visible anymore, i think it was walking somewhere at the bottom, when i tried to do esc-restart again, escape menu doesn't work anymore:
Great ominous ost, wish it was leading to something, felt like the end would be dark instead of it being a cliffhanger (or in this case cliffgazer) . Gameplay was intuitive and easy to pick up, i highly value that in games.
It was atmospheric game, i enjoyed it, although i would enjoy it more if it didn't had scaling issues on FHD ( 1920x1080 ), that broke my immersion:
All in all i'd love to see it as full fledged story game release. Good job guys, keep the good work up.
Movement feels good, level 1 puzzle gave me the idea about how game works so good work on teaching via the gameplay.
At second level character gets stuck here and can't move anywhere, i've also encountered same situation in other levels where character stands in the corner, because of this i was unable to play most of the levels:
I'm playing it in Opera GX browser, there's weird inbetween tiles wireframe glitching going on, idk if it's browsers fault or not.