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Ferevran

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A member registered Jan 04, 2023 · View creator page →

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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.

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.

Nice entry!
The controls were very simple to understand and use, I liked how the air control allowed me to jump with good precision, how the platforms (umbrellas) stood out well against the background. The frog was adorable and I liked the ambient sounds used in game.

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 for your feedback!

The enemy number and speed would be good difficulty options to include alongside the health and the number of keys to collect, so players could choose what suits them better.

I agree with you about the web build screen size and music.

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.

I liked the mechanics and the controls worked well for me, however I found the time limits to be very strict. I liked the interactivity of the little maze in the tutorial.

It was hard to look at the mazes due to the textures on their walls looking similar to static noise.

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 really liked those lively animations and it was funny to see your character raze all these buildings with just a sword.

It seems the interactive area of the button doesn’t align with its graphical representation, so I had some trouble starting the game.

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.

Good work! I enjoyed figuring out the solutions to each puzzle, as the gameplay gradually introduced new elements and increased difficulty. The process felt quite intuitive and I’ve managed to open all the gates and get to the ending, it was a short, but enjoyable experience.

Thank you!

Thanks, I’m glad you liked the mechanics!

If I revisit the game after the jam, I’d definitely like to add more variety, as well as other quality of life features people in here suggested.

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 for your kind words! I’m glad you found most of game aspects well done and the game as a whole well balanced.
I haven’t composed music before this jam, so my limited experience shows, but I’m glad I’ve tried and learned something new.

Thank you! I agree with that, initially I wanted to have more variety, but I had to maintain a smaller scope to complete the development in time. I’m happy the options allowed you to complete the game your own way, with no shooting.

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, re
boundable keys are a good idea in general.

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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.

This was an enjoyable experience! The mechanics were easy to understand and the music created a nice and relaxing atmosphere.

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.

I’ve experience the world through the eyes if the bird, and I must say it was really nice!
Flying around and observing the surroundings from up high felt great, the color vision helped a lot to highlight the objects you need to find and it fits the bird theme of your game.

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. The artstyle is really neat and the “under pressure” wildcard is used very well!

The minigames were fun to figure out and play in the shot time spans that you were given. The one I didn’t fully understand was the “earworm”, in it the rhombus shape gave me trouble.

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.

Thank you!
This mechanic was the first thing I’ve came up with while deciding what to make, I’m glad you found its execution working well.

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.

I’ve played the Windows version and liked the idea of choosing from 3 random spells at a time during combat, it made it feel quite dynamic, even if the game itself is turn-based. You don’t see 3D movement like this that often, so it felt refreshing to play, nice entry!

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.