As someone who also purchased the game on Steam, I highly recommend it! I'm looking forward to seeing what updates this game gets too, because my biggest complaint is just that I want more of it!
DwarfWoot
Creator of
Recent community posts
Thanks for the feedback!
And yeah, the current mechanics are definitely not the most comfortable. It was a case of getting *some movement mechanics in ASAP* so that the Levels could be made well; but then the movement couldn't be tweaked because the levels were based on it.
Personally, I want to work on a post-jam update for it, and kinda fix-up the problem stuff, so that it's a nice small game, and then later start working on a new game from the ground-up that has the core idea but done on a larger and slightly different scale.
Yeah, we made sure that the game can be fully beaten regardless of what order you turn in your items. We did discover later that some orders are significantly more difficult that others (primarily the Top Two options are a lot easier to do as the first two), but the idea was that the player could take any approach that they wanted, and the game would increase in difficultly regardless.
Your game was definitely a really fun alternate approach to a similar idea!
Yeah, the gameplay can be challenging (especially depending on the order that you give away your items). While all areas are possible with only their required item, we did discover that the Crouch and the Wall Cling areas specifically require very precise movement/jumps, and a future update should probably tone them down a bit.
Thank you for the feedback!
I thought that it was really cool to see another person that went with the idea of "Have an adventure hero that has everything, and then must give it back"! 😄
This game played pretty well, and the idea works really well! It's *very* punishing to memory mistakes, but that also feels essential to the idea of it lol
As the other mentioned, this is probably because of your Keyboard.
Here's more information: https://en.wikipedia.org/wiki/Key_rollover#Ghosting
I liked this game *because* I love fast-moving First Person platformers.
I don't like this as an Entry that much though, because the use of the "Theme" feels very tacked-on (like it's the same as a normal "goal zone" but visually it's Spikes). It was also weird to me that the Tutorial teaches a Crouch that doesn't seem to be used, and that the third level has a bunch of invisible barriers that just don't make sense.
- The Main Menu / Sub Menus (Settings, Saves, etc) were incredibly professional and impressive! Out of the couple of hundred games that I've played this jam, this might have been the best Menus that I've seen!
- The gameplay concept was really unique imo, and I had a lot of fun playing it!
- If there ends up being a future update, then I'd love more variety in the levels, and more "dungeon crawling" levels. I'd also love if the player was able to Buff their Partner more, and if the "Call" option didn't freeze the Player (because that felt a bit uncomfy to play).
Goodluck in the jam, and in your future endeavors!
I liked the idea of this game a lot! lol
The need to learn the controls is a nice touch, and leads to some amusing gameplay.
Honestly, my biggest problem with the game was the audio balancing, because if I had the audio so that I could hear the game well, then the Crash Explosion was *way* too loud. Everything else was really nice though!
Like others I've seen, I had some issues with the characters actually working correctly (they seemed to drift away). The idea seemed nice, although even if the characters had worked, I'm not sure if I would have been able to play too much because the large info-dump was a bit much to take in without having any in-game experience.
This is an amazing entry!
I had a blast playing it, and the sounds were all amazing!
I really wish that the player would have popped out of the ground, and gone a little bit into the air from the ground, or been able to launch a little bit from walls. I do think that this would have meant that the puzzles would need to be slightly tweaked, but I also think that it would have felt *a little bit* better.
Goodluck in the jam! (Although I don't think that you'll need it! lol)
Really fun game, although I don't like the idea of "beat up the cat" (even if it is to stall them for their birthday lol).
I'm also not sure how I felt about the last puzzle, since it seems to go against the idea a bit.
That aside, again, it was a fun game, and I could see playing more puzzles like this!
Each room actually can be completed with only that room's ability (and each was tested as such).
The order you listed above is considered to be the easiest order yeah, as both of the upper rooms (Crouch at the Top Left and Wall Cling/Jump at the Top Right) require some pretty precise jumps if you don't have access to other abilities. (Crouch Room without Double jump or Wall Cling requires a precise line up with the moving platform at the beginning; Wall Cling Room without Fire Immunity or Double Jump requires lowering yourself a lot before jumping into the fire-hall, and then very quickly getting onto the safe wall).
I'm hoping that we can release a post-jam update that better fine-tunes the controls, and then we can tweak the levels a bit from there, making them all feel more reasonable when they are your last room, while still feeling challenging!
This was a really well made game, that I'm glad I was able to play!
The core mechanics are really fun, and the game did a great job at easing the player into it. I could definitely see myself playing a "full" version of this game.
My only criticisms would be that I wished placing enemies was handled a bit differently (it felt wonky), and I wish that Coins were actually collected, and that the Hero used them in some way over time.
I was worried that I wouldn't be able to get into this game, because I'm not super into sports in general, but it turned out to be very fun and I wanted to do more in it!
I'm definitely glad that I noticed that it supported controller, because it felt phenomenal to play with a controller, and was really intuitive with the buttons as well! There was also a lot of great decisions made in this game all-around (like the sound choices), and I'm glad I was able to play it!
I've never enjoyed being an Eldritch Horror more, and the final victory art was worth not abandoning the Cow for being so picky.
The Web version didn't seem to play well with the mouse controls (like middle clicking seemed to cause some movement bugs due to the browser's scroll also being triggered), but it worked perfectly when using just Keyboard, so it's not really an issue.
Honestly, I was going to leave a large response, but I think that ethyl3517 said a lot of what I was thinking.
This game is overall pretty simple right now, but the "revseral" mechanic is genuinely such an interesting addition to this *kind of game*, that I think it really makes it shine as its own thing.
If you add to it and release another build, then I personally would love to see:
- More explored with the Reversal mechanic (Longer time in each "state", and maybe the player chooses an upgrade or boost that's fitting for each state, so that the player feels excited and better prepared)
- Some kind of "buff" to the "ramming" phase, as currently the ship basically cannot use that ability, as it is almost guaranteed to hit a random laser instead.
- "Infinite space" (just have the map look upon itself). It felt pretty bad to hit a Wall in space. If you don't like the idea of a looping map, then consider adding visual indicators and reasons that the player cannot go farther out.
Really nice game, that feels good to play, and shows a lot of potential as a game that I could see many getting sucked into!
There's definitely things that *I personally* would love to see added to the game (like some kind of "forecast" / timeline / clock), and it would be nice if the game taught the player how to start the initial gameplay loop, because it's not immediately clear what all the player should be aiming to do. That being said, I can see these as being things that may not be desirable in the vision for the game, and the existing idea is really solid!
This game was an absolute delight!
It felt really good to play, and the concept itself worked incredibly well. While I feel like I've seen elements of this game in other things before it, I've never seen it done in this way, and it lead to an amazing experience that I would love to see more of!
Thank you for sharing this game with us, and I wish you both good luck in the jam, and your future endeavors!