A great entry! The mechanics felt very simple and yet so unique, with
all the new elements introduced, such as fans and heating, it never
got boring. I also liked the textless explanation of the new
mechanics during the gameplay.
The visuals are really
great, if there was one aspect I could critique, that would be the
moss color blending in with the darker blue backgrounds. I could
still recognize the moss position by looking only at the black
surfaces on which it grows, but having more distinct colors could help
the readability of the levels. There was a section with a lighter
blue background and the moss stood out well against it.
Ferevran
Creator of
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What a nice relaxing
game! The
visual style is simple and gives a calming vibe, I liked those little
bouncy animations the moving parts have.
I noticed that
you can accidentally end the level sometimes, I was creating a path
from its end point only to end it with one unfortunate rotation,
which completed a shorter path. I think, letting the player release the
water instead of it starting to flow on its own would be a good idea.
There could be some visual indication if the water has a complete
path (an icon or a changing model element perhaps) so the player would see it.
Nice entry!
The watercolor painting visual style looks really
good, giving the game a neat hand-crafted feel. I liked how the
textless wildcard was implemented, the icons and the little videos
explained everything you need to know well. I also really like that you've made the custom menu icons in that same watercolor style.
I liked the
simplicity of the controls, they were easy to use, even
if the scenarios you use them in can get rather challenging.
The visuals and the music were impressive, I really liked the
Egyptian aesthetics you chose. The game was intuitive to understand
even without text, including the icons in the options menu. Using
hieroglyphs for authors was so fitting for the Egyptian theme.
I
liked the level variety, it was nice to look around in all the open areas and
at the lighting effects in the closed ones.
The gameplay
was simple at first, but started to feel quite challenging very soon. The timings for the shrine powers felt strict to me, there was just enough time to finish a section they were given for without slowing down. There is some flow to it though.
The
game was very graphics intensive, unfortunately I’ve experienced
game crushing too.
I really enjoyed the atmosphere and aesthetics of your game, the soundtrack was
incredible!
The mechanics were quite simple, but it took me some
time to become good enough at them, in the end it was worth it. I
found the whole journey emotionally impactful, it was so great to
return back to land, while seeing all the obstacles you’ve overcome.
There was a difficulty spike in the middle, when the
first storm section started. This one section felt to me more
difficult compared to the ones that came both before and after it.
Good work!
The
initial flow of the game encourages the player to progress faster
because of the flood, it was quite simple at the beginning and the
visuals were nice to look at too, I like how the weather dynamically
changes. When the fish was introduced the flow felt somewhat
conflicting to me, it seemed like the game wanted me to slow down (I
figured, that if I don’t jump right away and wait at the end of the
platform, the fish will jump and fall, after which I can safely go
further), while still encouraging me to go fast (the flood was still
coming).
The implementation of the textless approach was
really good, I found the controls and options intuitive to
understand.
I noticed, that when I start the game, the
music from the menu doesn’t stop, so it continues to play together
at the same time with the level music.
Good work! The mechanics were simple and intuitive to understand and
I liked the choice between different upgrades, I think, it was a good
idea to present the player with only 2 choices at a time to maintain the fast pace of
the gameplay.
The game in its current state is very basic and becomes
repetitive quite fast, but I think it could shine if further expanded
with more variety to its enemies, towers and types of choices.
Thank you, I’m
glad you liked the use of wildcards and the game’s sprites and
sounds!
Feedback is welcomed, it gives me a lot of good ideas about what to improve after the jam's voting time ends.
The Windows version has x2
scale, so I assume you’ve played the browser one. I agree with you
on that one, it did turn out too small. The
music is the game’s weakest point for sure, hopefully with practice
I’ll be able to create something more pleasing to the ears.
A simple cardboard
box is the best stealth device, hahaha!
I liked how
you’ve made all the important objects emit an animated effect, it
made it easy to identify what you need to collect and where to
assemble the incubator in the end of the game. The audio was nice and funny,
especially that triumphant chicken sound.
I liked the atmosphere in your
game, the soundscape greatly helped the immersion. The
pressure of the dimming light works well with the swift character
movement, creating a fast pace, as you are looking for more torches to
sustain the light.
It seems some runes display text of
needed scale, while others have bigger scale, clearly not displaying
all the symbols that were in there.
A nice entry! Once
I’d figured out all the effects of the initially same-looking
buildings, it was fun to think when to build and when to clear more
territory, the map shuffling added some unpredictability, which made
the process more interesting.
The learning process was
quick and when I figured out all the rules and how to
make building combinations (forests, farms, water canals), I’ve
managed to save the people quite reliably.
Thank you, I’m glad you liked the vibe of the
game!
A
valid point. Initially I thought of making the paths completely
randomly generated and had ideas for more enemies, but I had to
develop without these features to keep the scope of the project doable in the
given time frame.
The winning condition is described in
“how to play” section of the main menu, however I agree that it
would be nicer if it was better communicated during the
gameplay.
I’ve made it possible to collect more keys than
needed in case people would want to play for a high score (it’s
displayed on the screen, that is shown, once you’ve
completed the
game).
Thank
you! I’ve planned all the components of the game from the start to make the
scope manageable and fortunately it work out rather well.
The game is playable with the arrow keys too, they work for movement, although
it’s not as comfortable to use spacebar with such configuration.
I’ll take your advice about the keyboard into account next time,
reboundable keys
are a good idea in general.
What a great entry! I really enjoyed to explore the highly
detailed environments and got all 17 collectibles.
The atmosphere
created by the music and visuals was great, be it the relaxing tone
and feeling of wonder in the waters near the research lab, or the
foreboding tone the game shows when you are near the red sea
urchins.
At the start, when I collected the first
knowledge, I tried to find the entrance to the research lab, before
realizing that you just need to swim close to it.
After
I’ve collected 15 knowledge, the foreboding music that was playing
near the red sea urchins was replaced with the calm one, however the
usual red hue of the waters was present.
There were some
performance issues, such as lagging in the beginning. The
game requires a lot of computer resources
to run, the GPU, it had near 100% usage and was heated considerably
during the gameplay (even with high-end graphics disabled) . Fortunately, CPU and memory didn't require as much.
It
was a nice
experience to draw the spells
to defend the castle from the advancing enemies, it was interesting and mostly reliable, one thing that I
noticed was that if you draw any line twice the game won’t recognize
the symbol. For example, in the heat of
action I’ve started to draw the lightning
bolt symbol from the middle, drawing the line up, then without
releasing the right mouse button I drew the
whole symbol from top to bottom, retracing the initial line, the
resulting symbol looked visually correct, but the game didn’t
recognize it.
I like the choice you are given at the end
of each wave, you really feel like you are planning for the future
survival, and the sad music adds to the atmosphere.
That was a nice and simple platformer, I like the implementation of the “under pressure” wildcard. The energetic music together with equally energetic movement (while the speed meter is filled) made me want to keep going to find red’s home, which I did. A square is a simple shape, but I like how you made it look more interesting by adding little squash and stretch animations for it.
Nice game! I
liked the feel of exploration and
the sense of the scope of the ruins and the
surrounding area. I enjoyed
the puzzle with the spear after the first boss and
thought the mechanic needed for the solution would
be useful on the next boss too, but no. Regardless
the mechanics were fun.
I really liked the
combination of 2D and 3D visuals
and the
dissolving effects
looked great!
I somehow managed to break the second golem
once, it didn’t
move at all after
the dialog ended.
That same golem worked correctly after I
restarted the game.
A really enjoyable entry, I’ve played the Windows version until the
end. I liked the atmosphere created by both
visuals and sound a lot, everything felt very immersive. The control
scheme felt unusual at first, but I got used to it very quickly.
I
liked the little nods to the Godot version you’ve used and the game
jam itself (SubOS 4.0.3, WILDLING
Mk. 3 submarine). The placement of the
wildcards on the right of the main screen
was neat.
I
noticed that the second tablet message
appeared
relatively late
compared to the other
ones. Additional messages were fun to receive. I
wonder, if the message with numbers has any meaning to it?
I
enjoyed the rewards for completing the game, with them I found 3
little easter eggs of Godot’s robot head,
which were also placed on the map after I
found them.
Overall
– well done, it felt nice and polished!
A nice puzzle game,
voice acted cutscene was a nice introduction that set the tone well,
the puzzles themselves had enough clues to figure them out and the
atmosphere was fitting. I’ve managed to finish it (and again, voice
acted cutscene there was well done), but as people mentioned,
some of the numbers were difficult to see. I think, making some of
them black (on lighter pillars) instead of white could help.
When
I started to play the Windows version, I felt the sensitivity was too
high and decided to lower it in the settings, this led to a discovery, that the mouse doesn’t work in the in-game pause menu. Also
when I opened the menu, the audio disappeared.
I really liked how the theme is reflected in your game, as you need
to remember how to cast the spells and if you haven’t forgotten
this knowledge, you can cast them right from the start, very
good!
You didn’t list it, but I see the “under
pressure” wild card realized in your game, as you are pressed to
cast the spells as quick as you can to play efficiently.
I’ve played the
Windows version, this game felt very ambitious (I think pattern
recognition isn’t easy to create) and I found the idea of gaining
the spells from the constellations to be very interesting. The music
and sounds created a nice atmosphere, making the experience more
enjoyable.
I found it difficult to recreate patterns with
4 or more stars, however 3-star angle-shaped constellations were
recognized rather reliably, so I used them most often.
I’ve played the Windows version and I must say, what an interesting
reimagining of chess!
The is a lot of information to take
in in order to play, and it could be quite overwhelming, if not for the
window in the upper right, in which you can click on any piece to be
reminded of its rules, it was very helpful. I think the accessibility as a whole was
great, not only in the approach to the rules, but the available game
options too. I liked how the theme of the jam played out in the
tutorial.
I’ve played the Windows version, it was an interesting
experience, I liked how the pressure and map mechanics are integrated
so organically into the gameplay!
The corridors looked
very similar to one another, so it was quite easy to get lost if you
lose the sense of direction, so I ended up looking in a single
direction most of the time (only briefly looking around to see if the
current path was branching), sometimes moving backwards and sideways.
It felt quite intense knowing that the torch will eventually run
out, but I was happy to safely leave the labyrinth with a couple of
found artifacts.
That was a fun
experience, played to the end! The controls felt nice, which is very
crucial for a platformer. The visual style is really nice and the
music choice fits it well. As a whole it reminded of the old mascot
3D platformers I enjoy so much, your game has a similar charm to
it.
I’ve played Windows version and found a little
bug:
In the start of the level, if you die while gliding (without saving at a checkpint), you
respawn running and gliding at the same time.
I’ve played the
game to the end, it was an enjoyable puzzle game!
I liked the general
atmosphere created by the music and the visuals, its calm and
mysterious vibe put me in the mood of solving puzzles.
I’ve
played without the walkthrough for the most part and I found most of
the puzzles intuitive to solve, the only room where I needed it was
the one with the key that you need to get from another character. By
that time I didn’t know telekinesis had a range, which is actually
demonstrated quite well in the next room, perhaps changing the order
of these two rooms could help.
I’ve noticed a bug with
severe camera clipping: when you are standing as close as possible to
a wall to your right, you can make the camera to look into this
wall.