That player character is one ridiculously cute critter, and that lore clip attached to the game page is really something. The projectiles are so incredibly fast that I didn't realize at first that they were a thing, and thought I was pressing space to spawn skeletons. And then a few more shots cleaned them out of that first room. Took a few tries, but I was able to wipe out the skellies and get to Sheep. I couldn't figure out how to get the cage open... But I did find a way to shove myself into the cage, and from there out of the map and into the never. Would definitely play again.
Digital_Replica
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This is quite fun, and a good spin on a format I usually don't have much interest in (deck builders). I did, however, somehow manage to play my hand empty on the fourth enemy, which seemingly broke, oh, everything. I got three invisible cards for a reward, and could not see the cards in my deck when it came time to dispose of one. Then the fifth enemy was, well, the default board with "new text" and no actions.
Up to that point it was very fun and engaging, and the different baddie types kept it interesting. I can't say I saw much of a Master of Puppets theme here, though. Not that it isn't there to be seen, only that I didn't get to see it.
I had a lot of fun with this, but I will admit to having spent the first, oh, ten minutes or so spinning my wheels with no idea of what to do. It's been some time since my first impression and rating, but I recall liking how well the character responds to inputs. The jumping puzzle has good spacing to it, although I suppose a player less accustomed to first-person climbing without being able to see their feet (thanks for getting me used to that, Bethesda Softworks!) would find positioning oneself that way rather arcane.
I have explored this game to its very edges in every direction and still don't know what I am doing. What are these flying saucer guys? Why do they want to hug my knees? And why does the spell projectile only work in some places but not others?
Aiming that spell turned out to be pretty challenging, and sweeping the map of the lil saucer doods was doable with it, if a bit tedious. But I didn't really understand what the game wants me to do to reach the end. The scene at the beginning offers more narrative than most other subs on the jam, though!
The mid-game style shift is a daring choice, and I applaud it. I'm a bit biased against the typing trainer sort of games, so the QTE like thing at the beginning gave me some hesitation. But what is here works exactly as expected, and that's a very good thing. I'm interested to see what would come of your efforts with more time and resources at your disposal.
So cool. Very much in the style of The Room, and I love the gameplay/settings integration in the record player. I kinda wish the slider puzzle would have kicked me out when it was solved, because I stood there for over a minute going "okay, what now?"
The TV cipher might need a little more scrambling, since some of the encoded words visually resemble their English counterparts and that made the puzzle feel less like deciphering and more like reading a peculiar font.
Good work adding a method to block brute-forcing the final puzzle.
This feels really good to control, uses the conventional key map in a way that is inviting, and looks pretty good. Except for the model, something about it just gives me the heebie-jeebies and I don't think that was intentional. Can't fault you for my subconscious reaction to a bunch of pixels, though.
The very first thing I did was run into the lava. Oops.
Count me among those who liked the giant band. The dancing vocalist monster dominated my attention for the first few times I played, and got me shoved into the lava another handful of times.
The big boys that spawn on 5 and 10 are honestly less menacing than the little basic zombies, though, which feels a bit backward from what I assume was intended. If I had to pick something to grouse about, it would be the size of the reticle in the center of the screen. If it were smaller, or had a bit of transparency, it would be much easier to pick off distant targets.
This runs really well, even with lots an lots of stuff piling up under the ramp. Unfortunately most of the stuff never even touched said ramp, and so I was able to run up it without much challenge. Aside from a tighter spawn radius, maybe a funnel shape below it could help focus the falling objects toward the player?
Can't say I know of another first-person bullet hell. Although very challenging to get there, I was able to encounter the green ball boss and pop it after a few tries. But the random spawning of basic enemies makes it possible for them to spawn right on top of, or behind, the player and dish out one, two, or on one particularly upsetting instance three consecutive hits without alerting the player to the problem.
Keep moving, no matter what, and lead your targets a little. And don't try to counter a charging enemy by shooting their projectiles, their RoF is much higher than yours.
I couldn't complete a lap in this, despite much effort. Not for want of more responsive controls or a less challenging track (since those are just right already), but for the uncontrollable giggling that watching the opponent's car flip around like a rocket with a parachute attached to its nose-cone incites in me every time they go over a ramp. Eventually I found that by being struck by this hazard I, too, could achieve the wonder of flight. One of the few 5-star gameplay ratings I've given out, and would have made it 6 if that were an option.
I am absolutely gobsmacked by the art you've created for this. It's beautiful. The animation for the sword-swing is very Final Fantasy and that automatically means I [expletive deleted] love it, and the string-snipping mechanic works like a charm.
But that boss is infuriating. WHY WON'T YOU BLEED, EYEBALL MAN?
I did quite a bit of running around and trying to hit a baddie that had somehow gotten himself to a spot that is about midway between standing-height and the top of the PC's jump before realizing touching them doesn't do anything. The controls are very responsive, allowing precise jumps and shots, but I'm left with two big questions: "What is that background music? Is it some kind of remix of MoP?" and "What, exactly, is the A* algorithm doing for us here?" I chalk the second one up to my own ignorance, to be honest.
If Total War and Marble Drop had a kid...
This hits several of my soft spots, and I know from my own fumbling with AI and collisions that getting the units to treat several simultaneous collisions according to different rules (and not flip out and head to space) is no mean feat. I also tried and tried to get them out of bounds and couldn't, which shows good boundary enforcement.
I think I'd put this in the top five subs on the Jam, and would love to see where it goes if you decide to run with it. The movement and attacking work beautifully, the objective is pretty transparent (I knew what I was supposed to do immediately), but the lack of camera controls made it easy to just get lost somewhere to the boss' 7 o'clock.