Thank you for all the feedback!!! You're definitely right with the calling stuff, it doesn't really give any feedback to the player, it's the first thing I started working on since the jam ended, actually. There's no sound in the game (yet, I guess hahaha), sorry if it looked like a bug. About Linux, I'm primarily a Linux user (I made/tested the game in Linux), so we have to look out for each other lol. The clock is a 24-hour clock (so it goes from 00:00 to 23:59, the game takes place from 22:00 to 6:00), I thought that it was okay, but I'll give it another look. The text is also something I've taken into account since ending the jam, it's true that it is sometimes hard to read, I'll fix that. And finally, yeah, I'm okay with my game appearing in your video, no problem :) Again, thanks the feedback!
dededec
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Really cool idea! Loved that it was more than one minigame so that you couldn't know what to expect and put on more pressure on the player (kind of reminded me of Wario Ware games with that feeling of having to go through a minigame without playing it before and under a time limit). Also really funny and presentation was great. Congrats!
Great game! I share what others have said about not knowing what each letter does at first, but after some trial and error (thanks to the reset button) you get it and it becomes a really cool game in which you need to think your moves in advance. Probably the learning curve needs a little adjustment, but, overall, well done !!!!
Overall, I have positive thoughts about this game. It may lack some polish, but I think it carries a great idea with it, that could potentially allow for great puzzles, and, in combat, ramps up the tension a lot, having no line of sight, and having to decide between shooting an arrow at an enemy or being able to see. It could use some kind of tutorial or introduction to the game elements and principal uses of the arrow, but, in general, great job!
This game is really, really good.
The art falls behind the rest (even though the potators are really funny), but I don't mind it, since art is not something important in this game jam.
I really liked the mechanic of the wall, which is a double-edged sword, although maybe it doesn't really fit the theme, at least how I look at it.
But, even though this is a game jam and following the theme is important and is probably the worst part of the game, the rest I find it great. It's simple yet engaging, really fun, making you think a few steps ahead. Congratulations on a really good game!
Thanks for the feedback !!!! Yes, what seems to be that some enemies can only be killed at certain speed is only my (for now) ineptitud at collisions in Game Maker or a bug (or both), sorry for that, I tried my best :(
I thought about making the ball deadly to the player as well, but I couldn't think of a good way of building the game around it, so I stuck to the timed life mechanic, and tried to build the game around throwing the ball in a good position for a combo, and then picking it up, encouraging leaving the ball out the most time possible (it gives you more points the more time you leave it out), so that there would be the tension of picking the ball back with few seconds on the clock.
The slow speed is my mistake, it's true that it feels like the player should go faster.
Again, thanks for your comment !
First of all, the game is beautiful to watch, congrats to the artists!
Secondly, I think that the submission kind of falls short in puzzle design, but as short as it is I'm not really bothered by it. My only problem with that is that the idea behind of only having one light is GREAT and I think its potential is not showcased in the build. But with some work and well thought out puzzles this could be a great game that I would definitely play, and with pleasure. So, overall, I really liked the idea, great job!
I really liked the "Get the lowest score you can" focus in the game, makes you really think about the map and how to traverse it and what items to get and not to get, although I'd have liked that idea being more enforced in gameplay moments, off the top of my head I could only think of giving a maximum score you could get in any given level or something like that. I feel that the concept of "only one", even though you could have implemented it into the game (maybe by only carrying one item at any time) , was interpreted with a certain originality and pureness that the game breathes, supported by the music and art style.
Another thing I thought of while playing the game was that it would be more engaging if the player had a certain obstacle or enemy that made them think faster about their actions. As it is right now, you could wait whatever you want to take your next action, and that could possibly suck the fun out of the game.
I feel like, with a harder focus on getting a low score and a good level design (which I won't comment on because it's not something that I know enough, but in my lack of knowledge, I found it good enough in your build), it could actually be an interesting game.