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Drezus

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A member registered Jun 06, 2018 · View creator page →

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I'm a sucker for games with Endless modes, so this is already a big win for me!

The notepad-spell mechanic is so fresh and interesting! You know I tried to make a similar design with my submission, but yours is much more concrete and functional. Using the numpad in specific is a great catch because it's far from the conventional arrow-keys-or-WASD controls we're already used to and forces the player to rethink and look at what he/she is pressing, further supporting the jam's theme.

Understanding how to play a song correctly takes more time than I think it should (you're supposed to read the notes left to right, not top to bottom like the numbers suggest), but the end result is satisfiying.

Using spells in the middle of the heat, however, is pretty confusing, which for me is a great point considering this makes you feel more out of control. Learning how to cast Fireballs consistently so you don't need to focus on that during battle feels like learning how to do a combo in a fighting game so you don't miss it in an actual match, and I loved how the same feeling could be applied to a totally different game.

For the downsides, I don't really think losing notes were necessary, specially because most songs use a wide array of notes and are rendered useless without one of them. You could either make it so songs are harder to play (by hiding their note sheets for some time and requiring players to play from memory, for instance) or make simpler, infallible combat songs that can be used anytime, like a 2-note melee attack song.

For a more technical critique, I also didn't like how the player is locked into LookAt(nearestEnemy) at all times as long as there's one alive. Sometimes the enemy is be all the way on the other side of the level, and the strafing motion used when looking at it gets amplified when farther away, giving it a "dragging" feel when walking towards certain directions (which is a direct effect of the LookAt approach). It'd be pretty simple to just limit this feature to enemies within a certain Vector3.distance range from the player :)

In presentation terms, the game's just plain and simple adorable. Great use of colors and contrast. Animations, particles and effects were so abundant that there was really no need to make actual, rigged animations on models.

Just the level of graphical polish I'd come to expect from Sawce games.
Also having Gorilka and Harvest Day references in it made me smile :)

Wow, I'm really grateful for that! I left the tutorial for last while developing but I still had the idea to convey every spell and challenge in a non-verbal manner. I do believe this makes for a more rewarding experience and makes players feel less dumbed-down. 

I guess the slow movement is a problem in this presentation since the original idea was to have rooms full of puzzles in a very Zelda-like level design. In this case, slow movements are preferred so you can adjust easier to hit switches or avoid pits, for instance. But in the end I had to rush a very basic level design and it ended looking like a very long corridor which doesn't match the hat's speed at all. Thanks for noticing and giving the feedback! 

I'm glad you enjoyed it even with that problem! 

The part you got stuck is trying to teach the action of turning to stone while floating. If you do it while high up in the air, you'll come crashing down, which is the only way to press floor switches (turning to stone while sitting in the floor doesn't give you the required force to press then). 

I guess I had a hard time to convey this idea just through glyphs. I planned on showing small images to make it clearer you have to be moving to work and make it more related to the action of pressing the switch, but I did the tutorial last with 30 mins left to submit, so I didn't had the chance to do it. 

Thanks for the feedback anyways!

Thanks! I barely had any time for art, much less to do an actual good tutorial. Glad you enjoyed it regardless! 

Sooo good! Reminds me of Keep Talking and Nobody Explodes in the best way possible, specially with the faulty modules like the authorization key and security code stuff, which gave me honest laughts!

Kudos for being capable of creating goosebumps from a quick 3-minute experience. This is art!