37 ! The game was difficult, but at the same time I had a lot of fun improving! Well done :)
Douckdouck
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Yes, the controls aren't the simplest, that's true. To tell the truth, I thought it would be easier to switch between the vampire's different modes of movement, but it was actually more subtle than it sounds.
And it's true that cinematics can clearly add charm to a game. But then again, it takes a long time to do. All the way through creation, I was thinking: “That's cool, I've got a great cinematic, but I still don't have a game! xD”
Anyway, thanks again for your comment :D
Thank you very much! Yes, I was wondering why this vampire had so many things dangerous to him in his own home. So I put up the “Don't disturb” sign, imagining he was a lonely vampire who really didn't want to be disturbed!
If you ever manage to finish the game, you'll see that on top of that, the delivery man is the delivery! In short, imagining this game made us laugh a lot :D
Ahah! I don't know when the 2025 jam will take place, but here's the 2024 jam page: https://itch.io/jam/20-second-game-jam-2024
If only! Unfortunately, we went way beyond the 3-hour time limit xD
Honestly, I love Trijam because it sets a real framework while tolerating that we can exceed the limits imposed. When I feel that the game can't be created in 3 hours, I don't feel too guilty about exceeding the time limit. Above all, it's an incentive to create games quickly without losing too much sanity :D
Thanks a lot :D Simple controls were almost a given for me. I think that one of the things that stops many players when faced with difficult and demanding games is the profusion of keys to know. For some people, it's impossible to process all the information on the screen when you also have to know that you have to use “w” to jump, “x” to dasher, “c” to parry, “q” for a special attack, “r” to reload your weapon and “e” to interact! A good old-fashioned mouse click is still the most intuitive for everyone.
The game is sublime and very polished! The visual and sound ambience had an incredible effect on me :) And the gameplay is very innovative :D
But I was a bit frustrated by the difficulty. There were far too many projectiles all the time. And it was hard to know which projectiles I could pick up once I'd charged my cyclone, since they looked so much alike. I was also frustrated that the cyclone charge was reduced every time I collided with a projectile, since I was constantly colliding. In short, I found the game too punishing. Maybe some people enjoyed this difficulty, but for me the game deserves a slight rebalancing to make it truly incredible!
I also really appreciated the “continue” option when you die once. I had the impression that you could only stock this option once. However, I think that not limiting it would be an incredible option for the accessibility of your game.
I know I've said a lot of critical things, but it's really because I think this game has enormous potential!
Well done for all your hard work :)
A very interesting game! It could do with a few improvements here and there, however, to bring out its full potential. But I really enjoyed playing it :)
I'm taking the liberty of giving you some very detailed feedback, since you invited me to do so in a comment on my game ^^.
Essentially, I found that you didn't communicate enough with us about how the game works. For example, it took me a long time to understand how teleportation worked. I'd press space, and I'd see that I could teleport somewhere, but I couldn't figure out how to choose where I teleported to. So I clicked and teleported by default wherever I could. It was only later that I realized that by moving my mouse cursor, I could influence my teleport destination (it took me a while to figure this out, as my mouse was always positioned on the planet I was aiming for). Then it took me a while to figure out that my teleportation distance was linked to the second gauge on the left of the screen. In short, all this would have deserved a little explanation, whether on the game page, in a “How to play” screen in your game, or even, ideally, via a little interactive tutorial (but this often takes time to do).
Once I understood how teleportation worked, I suddenly became a much better player, was able to strategize, and enjoyed the game a lot more.
Then, despite your little explanation on the page about how our orbit around the planet works, I found it difficult to get to grips with this game mechanic. I used it, a little. But often I'd end up with a gigantic or very small orbit, and I couldn't really go back. In short, I'd say it wasn't very intuitive (at least for me). But I do applaud the idea, which is very interesting, and I can imagine that implementing such a game mechanic can't be easy at all!
(I also had the impression that the orbit broke when I collided with the two “pillars” of the ice planet).
Oh by the way, I loved the atmosphere of the ice planet, both the music and the design!
Finally, and especially for a game jam, it's particularly frustrating to make the player restart the game from the beginning when they've lost. Sometimes this choice is justified: for example, if the games are procedurally generated and don't resemble each other, or if the player obtains malus and bonuses along the way and it's essential to the gameplay to start again from the beginning. But in your case, you start a boss fight with all your life back. So it's a bit frustrating to die facing the Sun and have to start all over again from the beginning to defeat that one boss. Also, when you're making a game for a game jam, you have to think about the fact that not everyone is necessarily super-strong in the style of game you've created, and that not everyone tries out a lot of games and will necessarily have the patience to work hard on yours. In your case, it would have been possible to make the player start again from the last boss he lost to, or even to suggest in the menu to start from such and such a boss.
In short, all my feedback is in fact small but important details. Your game is really good! It's just missing a few things for us to fully enjoy it :D
Anyway, congratulations on creating such a lovely game, and on reaching the end of this game jam!
I wish you all the best for the future :D
Thank you very much for your comment :D
I don't know if it's love, or at least I had a lot of fun creating this game ^^ And as I created the game live on Twitch, it was also a great time with the chat :)
Honestly, apart from a post-game update, I don't know if I can imagine much additional content for this game (although, during one feverish night, I did imagine an egg boss that moved not in a circle-shaped arena, but in the shape of donuts! Ahah! so there's still a lot of innovative ideas possible for this game). But anyway, I'm not thinking of making a Steam version, and I'm going to take some time off to focus on my other game projects. I'll leave this one free and open access on itch.
I'm off to check out your game :D
Thanks again for your comment ♥
Visually, the game is incredible! And the combat mechanics are very interesting. But it was a little too difficult for me. I couldn't concentrate on the wheel, on moving my character to avoid the boss and all the projectiles, and on getting the cursor to turn around my character. I also found it very punishing, when you get hurt, to have to cancel skills that you have to charge before using.
But I think that by reducing the number of projectiles, the game would already be much more balanced.
In short, a great game that doesn't need much to be a delight to play :D