Thanks Liampiepoo
donderbos
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Congrats on completing the game jam! This game gives me old school Final Fantasy vibes, especially FF8, with the train carriages and the cards and the transition into battle. The mix of 3d and 2d pixel art (which looks great) is done really well.
Some general feedback and ideas:
- I think all the animations can be sped up quite a bit, like the transition into battle, the movement of the cards etc. It will improve the pace of the game which currently feels a bit slow.
- I feel like the game would still work if you were to be able to see the opponents cards. This way it becomes about remembering the value of each card and making strategic decisions about which cards you pick from your hand and whether you gamble with another turn of pulling cards.
- What could also be interesting is if there where some synergies between the tarrot cards. For example, if you put down a sun and a moon in the same round all cards get +2 value. And you discover those synergies by simply playing the game.
This game idea has a lot of potential, I hope you guys will keep working on it. Well done!
Congrats on completing the game jam AND having a built in tutorial!
It's most likely a skill issue on my side, but I didn't make it very far in the game. It felt like the enemies were very aggressive and I couldn't defeat them before they killed me. I hoped that picking up a power up would give me the firepower I need to fight off the enemies long enough to stay alive, but I still had no luck. This meant I didn't really get the game's take on the theme.
That being said, the controls felt responsive and the game felt stable overall. Well done!
"It was a Sk8ter cat, they said see you later cat!"
I love cats, and this is a cool cat game. Awesome art style and the SFX made me laugh when I realised it was made with someone's voice. Especially then grinding sound. (I played the latest version). I'm assuming it relates to the theme by you using your coins to unlock the shortcuts that can either help you progress or take you back to a previous section of the level, that's great!
Camera was a bit wonky, not sure if my mouse was just too sensitive. I also tried playing with a controller which seemed to work. The camera felt more stable, but I was moving at a snail pace (not sure if it was meant to be played with a controller?).
Anyhow, congrats on the cool cat game!
I'm not sure if it was something on my side, but I couldn't see the space ship. It was like the background was covering it. I managed to shoot the bombs and the astroids and it worked well, but the astroids were also covered by the background and I could only see them where the background was not covering the screen.
It is impressive what the two of you managed to achieve in such a short amount of time. Well done! The narration is hilarious and the concept is great!
It wasn't clear from the beginning how to interact with the buttons for the door and I didn't know you can interact with the arcade machines until it was pointed out. But, I am nit picking...
Great work!
A unique take on the theme and the destructible environment and character art is great! Well done!
I know this is a game jam and we're racing against a clock, but consider these few small tweaks to improve the overall experience:
- A smilar flash to when the enemies are hit, when you hit the destructible walls. I wasn't aware that the walls could be destroyed at first.
- Perhaps disable the colliders on the pieces of debris after the wall has been destroyed. I found myself getting stuck on them.
- I might just be bad at shooting stuff, but the reticule seems to be slightly off.
Thanks for playing and thank you for the extensive feedback.
I definitely want to work on the difficulty curve and helping players understand the "language" a bit better from the beginning. I feel like I should be giving them lines of code to experiment instead of providing cryptic keywords they need to put together in the right order.
Aaaah no :( It sucks that you got stuck at that point. I was really hoping it would be something non-programmers could easily understand and play. I think once you get the gravity thing, the “language” as a whole makes more sense.
If you’re keen to give it another bash, the code follows the following structure:
object property = value
object is the thing in the game you want to change, like circle, rectangle, world
property is just that, the property of the object you want to change, like colour, gravity, speed
value is the value you want to assign to it, this could be a number or a word
Later you are introduced to a second structure, but l’ll leave that up to you to discover if you decide to play again :)
Thanks for the feedback and for playing :D
I think the gravity clue is perhaps a bit too cryptic. I’ve seen others struggle with it too. The code editor also need some work, I agree. I was just so stoked to get the syntax highlighting to work :P
A music player was definitely also on my list of things to add, but I ended up running out of time.
Such a cool little game. The pixel art creatures are very well done and animal combinations and their names are super creative!
Adding some animation to your sprites would definitely add considerably to the experience. Perhaps also considering how you earn currency to buy new animals a bit more. It currently feels too easy.
Still a very well put together game. Well done!
Thanks for playing and thanks for the feedback!
I really like the idea of being able to walk outside of the rover after the power runs out. I kinda want to stick with the idea having unmanned vehicles, so it could always be smaller robot. I imagine something like a bb8 cruising around the area for a bit would be pretty cool.
There is also the one upgrade that I didn't have time to implement - a drone that can fly over mountains. The idea was that it could perhaps place pylons for you. Or it could just be a way to see if there are any energy sources / things to discover ahead of you.
Again, I really appreciate the feedback :)
The writing and sound design ensured that this game feels eerie and atmospheric, and I liked that "discovering" how the games works was part of the game.
Losing recruits after an expedition did feel a bit inconsequential, not sure if that was intentional or not. This meant I could lose recruits on purpose so I can gather the right people for my team to reach a needed stat.
Overall I really enjoyed the game! :)
Thanks for playing, and thank you for the valuable feedback. I completely agree with the hydro and solar upgrades being permanent in some way.
My thinking was that if you starting with a new rover you would have lost those upgrades and would have to pay for them again. If time allowed it, I would have introduce a mechanic for salvaging upgrades from old rovers scattered on the map.
I also really like the idea of returning to your base early.
Gosh, I want to work on this game some more now 😅