Nice idea and great execution. Clearing tiles is very satisfying but I didn't immediately understand how to do chains, perhaps because unlike tetris they're not achieved by clearing rows but an arbitrary number of tiles.
Essojadojef
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Thank you! I didn't have as much time as I expected so many cards reamained without their effect and some mechanics didn't make the cut. The card positioning only has very small effects on transmission of electricity (very badly conveyed) and movement of resources (another mechanic only halfway done).
Interesting expansion on the Donkey Kong barrel mechanic. It could benefit from clearer tutorial levels (I got stuck at the slime barrels).
A preview of the trajectory could be useful, I think the challenge (and fun) of this game comes more from timing your shot rather than visualizing its path.
By the way, Windows defender was detecting Behavior:Win32/DefenseEvasion.A!ml in your exe.
Nice little survival game. The visuals are good, great choice of assets and good work making your sprites blend well with the rest. Only the background music felt a little out of place, it seemed to me too jolly for the setting.
I liked that there is a survival element, is coherent with the theme of the player character being an hunter. But hunting didn't feel particularly rewarding, in part because the amount health recovered by eating is much smaller than the amount taken away from the goblins attacks. Also is hard to eat while in combat and is hard to escape combat to heal. Some games solve this problem by allowing players to eat while the game is paused or by placing in the level design spots where the player is protected from the enemies.
The decreased health upon respawn is an interesting idea but it wasn't explained anywhere. For example just shortening the lenght of the health bar could be an indication of this mechanic. I ended up stuck on hard difficultybecause when the game reloaded from the last save it kept the number of deaths. The tutorial also moved too fast for me.
The controls felt a little strange. Left and right move the character, but up is used for shooting instead of jumping. Shooting is also mapped to the left mouse button, so mapping it to W is unnecessary for the keyboard + mouse layout. For a keyboard only layout Z, X and C are more commonly used as action keys.
Nice game. Great work with the models and textures. The camera mechanic is also fun but its uses seem limited.
The lightning is too sparse and it makes it difficult to navigate the levels. It took me several tries to complete the first level because I kept missing one of the rooms. And on the second level I quickly died from one of the enemies that appeared from outside the screen.
The shift in tone between the office and the haunted houses is too sudden and Abby looks a bit out of place in the eerie environment. Maybe something can be done to make the character and setting more cohesive or to introduce the horror elements more gradually.
Also is hard to read the gray text on black background on the itch page.
Really good game. It was fun to find out some speedrun techniques, even though I always got D or worse.
The aesthetic is really well done but I feel the font was a bit too much. It's fine in general but the objective and dialogue lines were hard to parse quickly.
Apart from the lag, the two issues I encountered were that sometimes running up slopes halts movement and that the keys were not interactable from certain angles.
The sever heart ability is really interesting as a concept but it serves only 2 purpose in the game. Maybe there could be more mechanics that use it or have a more central role in the narrative. Also the heartbeat as a stamina indicator is a cool idea but its volume was too low to good at that.
Nice little game. The visual effects and background music created a great atmosphere.
The gameplay felt a little to simple because there was nearly no challenge. The enemies are too predictable, don't try to attack or avoid damage. There is also no environmental hazard (spikes for example) that could have worked in combo with the fixed enemy movements. Paths could also be used as guides instead of constrains, that the enemies steer towards while moving freely.
Also the enemies defeat didn't feel rewarding because they disappear with no animation or particle effect. In contrast the player controls are nice and responsive and give good visual feedback through the trail effects.
Nice horror game. Really good work with the shaders and environment overall.
I don't know it that was the intended experience, but I managed to complete the game only by running from a safe room to the next. At some point I choose to jump down from the balcony rather than running down the stairs because I thought it was quicker and safer, and that means the level design was good. I was also spamming the echo to find where the monster was (I used an instrument because I didn't want to use headphones). I was using linux and didn't encounter any audio problem.
The monster behavior felt too random, trying to enter a room for too long and seemingly teleporting in random places. I think I saw once two pairs of eyes, one red and one white? But I think there is only one monster in the game so maybe it was a bug.
Losing was a little too frustrating because of the randomization of item placements. In horror games the fear of loosing progress is more important than actually loosing progress. For example I'm okay with the random position of the code because the places where it could spawn are obvious and knowing them is progress that's not reset.
Short and sweet and scary as heck.
The rough art-style, the jokes, the UI, the mechanics and the musical transition, all felt cohesive in expressing a whole narrative journey in the span of a few seconds. The gameplay is also really engaging. My record is 117 seconds.
As UselessWizard said the game feels complete as is. If one was to build upon it, it would make more sense to me to put this version untouched as a cold open in a greater collection of similar Abberotchis where additional mechanics could be explored at a slower pace.
Great detective game with a great artstyle.
I don't play much visual novels but the writing felt really good. Only in one instance it seemed out of character, when talking about fishing with the Butcher. If I remember correctly he responded "Where have you been all my life?", which felt too similar to one line the Engineer said a bit earlier.
The gameplay is also really good. The log and dialogue options really put you in the detective's shoes. I kinda felt bad for faking interest in the anime the Engineer was watching. I liked all the characters and the fact that some plot elements connects them. Maybe the Butcher had a too central role in that.
At the end I finished all the dialogue options with some days to spare (and I wasn't even optimizing my schedule). Maybe you could add an option for submitting your answer early in case that happens. Apart from that the progression felt natural and the events interesting.
Awesome little game. I liked your interpretation of the theme and the art direction.
The progression in mechanics and difficulty felt very good and the 3D section was a really cool surprise. In the 3D sections the mouse started drifting. I'm just reporting this as a bug, I don't consider it a failure because is a problem I see in a lot of Unity web games and also because the 3D sections are so short that it isn't too annoying.
I liked the implication that the hand at the end of the first phase is MMN's, as it appears when you beat their highscore. Makes me think that there is a deeper lore there.
Thank you very much! I'm glad you had fun playing and appreciate that you left such a detailed review.
Yeah, both Undertale and the first Zelda were an inspiration while making this game. I chose to use primarily white for the playable character and enemies so that all the colored clones have equal brightness. Actually the captain was the playable character before I switched him with Norbitt that was designed around this idea.
Nice puzzle game and great first game. I had some graphical issues so I downloaded the source code and played it on the Mobile renderer. Thus I can't give much feedback on the graphics, but they look good from the screenshots.
The atmoshere is well done and the 3D assets and sprites are really good too. My main problem is that I did not understand the scoring system. I won the first two matches but lost the third with 59 points out of 60.
Also, it's a smaller issue but the button mappings felt strange to me. Rotate is the most common action after navigation, but is mapped to Shift instead of Q or E that are right next to WASD. Or cancel is E instead of the more obvious Escape. These are just suggestion that you can disregard in the name of innovation, but I think it's good to follow common button layouts and consider rules like the frequency of actions and key presses.
Awesome game and great visuals.
Half of the time I didn't know what I was doing, even after reading the manual. I guess that in a sense the manual adds to the feeling of uncertainty rather than explaining clearly the mechanics, which is another thing that I liked. I think you can actually turn this into a great tool if you add the option for custom songs.
The only thing that I consider a problem is that it wasn't clear what parts each channel affected. Maybe the oscilloscope could be split into channels after the effects. Also I took a while to understand that the effects on the left needed to be toggled on.
Nice mini-game collection and unique artstyle. I like how much the contrast between the eriee 3D environments (particularly the robotic voice of the driver) and the colorful background of the minigames creates such a surreal atmoshpere.
Also liked the details that different drivers offer different minigames. Maybe some games are a bit too difficulty towards the end.
Not bad. The concept is fun but the execution could be improved.
For me the biggest issue is the controls being unresponsive. I get that's part of the game, but even games that have "janky controls" as a mechanic try to be as accurate as possible to the player inputs. I hope I don't sound too harsh if I point out some issues that I had.
For example, I struggled a lot with changing gear (I was often forced to go in reverse). The area to grab the gear lever is too small and requires the cursor to be in a very specific position. And when moving the lever it kept snapping into the wrong positions. Also the steering wheel is too close to the lower side of the screen, so I often accidentally switched to the cockpit view while trying to steer. One solution may be to increase the area where the mouse clicks are registered (it doesn't have to be 1:1 with the visible model, you can keep expanding it until it starts overlapping with other clickable areas) or to map some actions like switching view to other buttons.
Apart from these technicalities I really enjoyed the game (I played until I reached the end). I liked that the map was visible only in the cockpit and I really liked the music selection.
Very good and really frenetic. In the end I was trying to make beautiful patterns with the bullets instead of hitting the enemies.
I think you have made a good system that can be easily expanded with more bullet effects (I'm just imagining the possibilies, things like applying statuses or even a "repeat last n effects" effect would be cool). I think the selection of upgrades could be improved, for example I don't understand how the "reduce size" upgrade could be useful (and its icon is too similar to the increase size too).
I felt a lack of calm moments. I arrived at some point where enemies were continually spawning and I couldn't pause to think up my loadout. Also I sometimes picked up an upgrade by accident because the left mouse button is used both for shooting and grabbing.
Nice sprite and background art. The game is simple but well executed. I felt a bit like the character was always going either too slow or too fast.
Also the enemies blend a little too much with the background, which makes it difficult to estimate their collision when the screen is moving. Maybe one or the other could be made brighter.
Fun 3D puzzle platforming!
I would have preferred if the game didn't reset after inputing the wrong sequence. I replayed various times trying to get the good ending, but didn't manage to find the hint on the orientation, or maybe I found it but I didn't get the clue.
On the other hand I had quite some fun trying to speedrun and sequence-break on the later playthroughs. I think that the gravity mechanic and your level design are a good combination for this kind of playstyle.
Also in my opinion the fog could be used better. It created that otherwordly atmosphere which I liked but also made some jumps more difficult, which is a positive if you're going for that.
Really good game. The sounds and visual effects created a great atmosphere in both the research phase and escape phase.
I liked that the camera served multiple purposes and how your partner reacts to some photos. The phone was usefull all around, but I think that in the escape phase it could have been used more to create suspance, like when it was used to open doors.
The levels structure can be a bit disorienting, but making a mental map of the place knowing that I would have to run through it later was something I liked. I felt it is a difficulty that the player is forced to engage with rather than an annoyance. In some places a more varied tileset could be used to make this task easier.
My only issue was that I instinctively pressed esc while trying to close the phone on the third level and accidentally closed the game. Maybe this can fixed with a pause menu, saving system or more quickly with having to hold esc to close.
Thank you for the feedback. I'm glad that you liked the game. Yes, combat quickly devolves into chaos and I didn't manage to add any strategy to it.
Can I ask you more details about your thoughts on the sound design? Did you feel there were issues with the sound effects (or the lack of) or with the music? I'm still learning this stuff so any feedback is welcome. Thank you.
The overall presentation is great! The artworks are amazing and this is also the only voice acted submission I've seen.
But I feel that in the presentation some key informations were left out. For example, an indicator of when Master Augusti would reach out to pick an ingredient. it seemed too random and too sudden, maybe a short animation could help. Or an explanation for the game overs, sometimes I felt like I did the correct thing but failed anyway.
Other than that I would suggest to check for bugs, that might be a factor that makes the game rules unclear.
Cool game and cool character! Good use of textures and sound effects.
There are some issues in how the level is designed, as the player activates things outside their field of view and portals may teleport them in range of enemies' melee attacks. The mechanic of the camera tilt that you only used once could be re-used, for example, to show the player the locked door before they even have the ability open it.
Also, before closing a door automatically check that the character is not in the way or they may get stuck in the door.
Well done. The music choice along with the visual and sound feedback the player receives for scoring makes this game both relaxing and rewarding.
I found it a bit difficult to find where car crashes where happening because there lacked a visual indicator, for example the sprite of an explosion or the cars blinking before disappearing.
Good game.
I like this twist on the tile-capturing genre (don't know if this genre has a name). These kind of games always use numeric comparisons to capture the opponent's tiles and I think that using instead flip, rotate and swap arrows makes the game more deep and strategic (e.g. sometimes flipping tiles your color has some disadvantages).
I think that in the current state this game would work best in a digital format rather than a physical one. Each time a player chooses to flip 1 tile, up to 8 other tiles would need to be flipped or rotated. This things are handled best by computer. In a physical setting the player would spend ~10 second (up to 30 seconds each turn) just flipping and rotating tiles without any interesting decision.