I killed constantly enemies, but a lot of kills were trick kills. Meaning: I did not kill them by sword reflection but rather I took a tactical position such that the enemies kill themselves, you know what I mean? Could that be an issue?
Kind regards and thank you for the reply.
DrDeadlock
Creator of
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What exactly is the lose condition? My fighters were fighting and punching highly motivated and out of nowhere the game told me I lost?
Took me a while in the beginning to figure out what I am supposed to do. Player and Enemy were spawned at the same position and didn't do anything.
The ambience sounds work out great.
Hello,
i was too late. Yesterday afternoon I checked this board and didn't find a reply so I delved deep into the Jam.
If you are interested anyway in bringing some Music into a project, you can checkout my submission in the jam (Encaged) and compose something than I would be glad to add the Song into the playlist of the game and mark you as a developer for your itch page reference.
Kind Regards
In general that was a great result. The graphics look super cool, the character movement is cute and the death animation of the slimes looks awesome. Music choice was smooth, maybe a bit silent.
A bit sad was, that I could not face the character to the left and right. Also I did not know if there was any goal that I had to reach? And it was a bit weird, how the melee attack worked. Maybe assigning the melee attack to the right click and the shooting to the left click could have made a slightly better job.
That was a cool idea. I just ran into the problem that I dragged my window into the ball and that seemed to cause a collision chain which led the ball again to the same direction as before. But interesting overall. Maybe the texts in the initial files were a bit too long but nice that you provided an immersive tutorial.
The basic concept seemed to work nice but I was not sure if I won or lost as I fought against the virus in the end.
With some sounds the game would have got a huge improvement.
Maybe a little function which increases the spawn rate of the windows over time or if sometimes two windows spawn at the same time could lead to a longer play fun feeling.
For me, personally, it was a bit too much of story and cutscenes at the beginning. I am a fan of putting small story pieces into the game here and there instead of putting a bunch of story right at the beginning into the face of the player.
Besides that I was a great fan of the music choice and the thief topic. The mechanics worked nice. I was not sure, if there was a specific goal of the game? Like rob every location or reach a specific amount of money?
When I press D to move right, it often seems like the character is moving against an invisible collider. That is sad because the game has a tight time frame which is in general a nice idea especially regarding the limitation. Graphics look great. Music is a bit silent and the jump SFX annoys after some jumps really quick.
The map looks nice but is a bit small. More movement freedom could improve this game a lot. Also turning up the music volume would do a nice job. The light effect for the spawn is waaaay to bright, i looked into it and tended to be blind for a second.
The Weapons are nice as an idea of combining it with the icons of classic windows programs. Sad is, that the last weapon only recharges, when it is equipped. But the shoot mechanics work nice and its cool that bosses are involved.
You catched the look of a classic Win95 System. Problem is, that I don't get what the game is supposing me to do. Even after reading the description it was hard to see an impact of my inputs.
I also would recommend a restart button in the game because reloading the game in the Web Browser takes a long time.
The jump over the three (hornets?) was super difficult and it took me dozens of restarts to figure out how to land between two of those. But the rest was cute. Just one note: The respawn sound was quite high pitched. Maybe a mid frequency sound would be a smarter choice for situations where a lot of respawns occur.
This was a beautiful little journey. Nice short monologues, that quickly kept me involved. The art style was just beautiful. How did you make such a lot of nice sprites in that short of time and brought that all to work?
Also it was a nice decision to fade in and out the ambience sounds in front of the buildings. That put in the perfect extra touch.
Nothing more to say here, just congratulations, this is a beautiful product.
This is a great product. Really nice, it look good, it sounds good, it feels good. Had a lot of fun, although I got only a final score of 3100 with successfull leaving the cave.
I observed some little aspects, if you allow me to share them with you.
First: It is sad, that I can not swing while I'm in the air. That takes away some interesting possibilities for gameplay. Second: When I lose, the Restart Button doesn't work for me. It only does, when I successfully leave the cave. Third: I loved the first minute of the soundtrack. But the second minute, where the synth comes in, was heavily unexpected and partially broke the game feel for me. I would recommend to try out Mallet Instruments, as they sound a bit like shiny gems look like. Using them in combination with a slightly tempo up over the course of the second minute could also have a nice effect.
But these are only meant as cherry on top suggestions because the game that I just played was really awesome and packed with super stable mechanics and a lot of fun to play.
Overall, super cool. That was fun to play. But there is a major late game problem, which is, that quick purple slimes push other slimes, which block their way. That leads to kind of an instant kill in the end, which is super sad. Also: The idea of providing upgrades at random is kinda nice. Although I do not have the feeling, that I really can manipulate the game state.
And what is the blue icon actually supposed to be? Is it armor? Attack speed? I drew this 7 times and did not feel any impact of that upgrade onto the game state.
Presentation of the game is great. Seems that you are well experienced regarding the design of pictures and sound. The idea is okay, but sad is, that the answers only can be guessed, so the game is guessing only and keeps me throwing back into the menu. Only chance to win would be to learn all answers by heart, which tells me, that my choices don't really matter.
My mind has a big split, because the sounding and the looking of the game as well as the humor in the texts of the fortune cookies are awesome. It has such a beautiful design and the basic idea is not bad. But the Click to actual hit delay, cause by this loading power button, break the whole experience for me.
Hello, thank you for the reply.
I kindly wish to argue your statement about not fitting into Theme and Limitation.
Theme: You are right, that there is not that much luck involved. Although, if you throw three cards in a row onto the same opponent (e.g. hit 3x with hearts provides a two hearts heal) you get a specific combo effect regarding the suit of the card. It is kind of luck involved, whether you get the fitting suits you need to activate that combo. Furthermore, the topic wasn't luck, it was Fortune. And a fortune teller doesn't always tell you, that you are lucky, doesn't it? In our imagination, the protagonist had bad luck in the casino so he could decide for it's own fortune path, to fight his way out of casino and depths.
Limitation: You are right, that you have 5 hearts. But the limitation wasn't applied to the player health but to the combo system. Hit an enemy with a heart card, then the heart gets logged into the enemy. Now hit him with another suit. The combo indicator is gone. So you have no further chance to realize a combo on that enemy. That is an application of only one chance.
But anyway, we are grateful for your feedback and will definitely incorporate it into our game. There will be a new version of the game since the rating time of the jam is over. We would appreciate it, if you would come back for another test then.