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Festus

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A member registered Nov 17, 2018 · View creator page →

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I did! That's kind of you. Does it have to be the e-mail of my itch account?

I can also second MimicryMedia here - I cannot for the life of mine find textures (retro or modern) that are any good and would fit a spaceship hull or interior, and I love making scifi stuff.

Hi! For what it's worth, your handpainted texture pack is the first one I search through when making prototypes or 3D jam games. They're really pleasing to the eye, and I can usually find enough variants to make the game come together. My only complaint is I had to download each pack by hand, but that's on itch :P.

As far as old-school doom-like sprites go, if you want to provide really good ones for creatures, then they require each frame to be drawn from multiple angles. That's a lot of work, so keep that in mind. There have been a few succesful games lately that used this rendering technique (sprites in 3D environments) - Forgive me father, Project warlock, Nightmare reaper and so on. If other devs were to follow those games, then you might find customers there.

Good idea and great execution - one of those rare games that achieve a lot with very little :).

I got permastuck on the 3rd floor - recovered the book and read the journal, yet there was nothing to interact with in the bathroom. Checked the browser console for errors, but there weren't any. Oh well.

The layered music is a nice touch, but it goes out of sync after a few minutes, probably thanks to the web build.

I would've loved some hints about controls, because it cost me a lot of mashing to find the keys for changing and closing open documents.

Good entry, rated highly.

A very complete entry. The character controller is finely tuned, I like how deploying the balloon takes into account existing velocity, instead of immediately yanking the character upward, it adds to the skill ceiling. 

One thing I'd request would be making the death/restart sequence skippable or much shorter, including the screenfade. Sometimes I died a lot at the start of a level, and I was watching the animation about as much as playing. I'd prefer to just immediately respawn.

Fun puzzler - got stuck in the secret room 5, solved the puzzle, then tried to connect the boxes, or do something with the symbols, but nothing got me through.

Game's good and fun, but the control layout is getting in the way. Getting your hand off the movement keys makes the player fight the keyboard more than the actual enemies.

The falling boxes doing actual damage was a nice bit of attention to detail.

Feature request: I'd love for the portals that launch you to have some kind of indicator of the direction you're going to be launched, that's visible from far away.

The controls were a bit too floaty, but other than that it's a very solid entry.

Hey! Sorry to hear you had problems. The FOV is reasonably high - 85 deg vertical. I think it's the lens distortion effect that's giving you the most trouble. The default Unity shader for that is rather bad and I've always had trouble adjusting it to not screw with screen edges, but I didn't expect it to cause motion sickness. That's the unfortunate part of doing VR dev daily - you have no idea what causes motion sickness anymore, because you're so immune to it.

The video is private, so I wasn't able to have a look.

Thank you for giving it a try :).

Thanks for playing! The UI is definitely not where I wanted it to be, got the weapon and health indicators something like an hour before deadline.

"The past holds only dust"? So does the future! Damn!

Appealing little experience.

Best of luck - this is a great genre, but not an easy one to work in!

The animations really shine on this one, it's really rare to get hand animated pixel art during jams, well done.

My only gripe is that the gunplay doesn't feel great - it's alright and works, but could really use some particle systems, camera shakes, and a little more "oomph" on the audio side of things.

Made it to the end, but the last puzzle was hard to figure out even with the hint - the train of thought behind it wasn't very obvious. Had fun overall, the puzzles weren't too hard, just enough for a game jam :).

I'll add my two cents: with a music loop that short, it'd be useful to intertwine it with silence or ambient sounds. The distances between boxes and buttons can get really long, and that just makes the player wait while holding a key, perhaps smaller but more complex puzzles would solve that.

The spritework was very pleasing to the eye, and I liked it.

Good looks, servicable sounds and UI, but (for me) it was barely playable. I'll be blunt:

It's *slow*. Takes too long for the character to traverse, takes too long for enemies to complete their turn. I'd like to make meaningful decisions, but there aren't any to make for the first few turns, and I end up staring idly at the screen. This would be hard to swallow for a full production, it's even worse during a game jam, where there's dozens of games to go through, and if a game doesn't give the player something to act on right away, it's going to suffer in ratings.

In my eyes it needs a few breadcrumbs in the beginning, snappier movement, and speeding up turns of invisible enemies.

I do applaud attempting to make a tactical (and functinally complete) turn-based game during a jam. There's a ton of systems to make in a short span of time. Kudos.

Thanks for playing and the kind words :). Where did you get lost, was it the little path to the canyon?

Thanks for playing! I did make the tank faster than planned, just so you could traverse the map faster when trying to find your way.

Thanks for playing and the detailed review! What would you say was weird about the lighting (did you play with low detail, maybe?)?

Glad to hear it, thanks for playing!

Not sure what the aim of the game was. I saw the frog popping back up every few spirits, but the dialogue didn't seem to lead anywhere. Visuals and sounds were nice.

Thanks for playing! My initial idea was to make the gameplay fast, but the target prediction algorithm I wrote was way too effective no matter how much noise I introduce into it :P.  So I just scattered more repair points around :D.

Happy to hear you had a good time, mission accomplished :).

There was a bunch of voiced dialogue that emphasized the isolation part, but didn't make it in before the deadline.

It's surprisingly moody for how short and simple it is!

The game looks very good, unfortunately the very narrow FOV makes it unpleasant to play - had to put it down before I could finish. Sounds are nice, could play with reverbs a little bit for additional effect.

Quite a surprising attempt at fitting several games into one. Unfortunately I wasn't able to progress the second part - I couldn't get any fuel despite hitting the marked point dozens of times. Shame - the game got me curious.

Beautiful spritework! I did not have any sound or music on both Firefox or Edge, though.

Reminds me heavily of Amiga games of the early 90s, both in music and presentation. Could use some more mechanics to keep it interesting. Good effort!

Very well made, I have practically no complaints (and I'm a notorious nitpicker, so that's something). The game is well scoped and everything works nicely in tandem to deliver a quick fun experience.

I appreciate the tooltips explaining what everything does. A quick overlay saying what is expected of the player would be a good addition, too.

I couldn't find an explaination of how and why there are more traps spawning - is it a function of time, or money spent on a particular lane? It made investing money a bit confusing.

The little twist with substituting jumping for climbing is a great twist, and forces the player to think about the playing space in a completely different way, I like it a lot. My only complaint would be that the climbing controls are a bit uncomfortable with the direction switch.

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Fully agree that a tutorial or an introductory level would be in order. Thank you for playing!

Really cool little metroidvania. It took me 3 browser switches to realize jumping is actually progression locked, and not bugged out :P. Audio levels need some love, as someone already mentioned. 

I thought the little UI switch on computer terminals was a cute touch.

Procgen or partial procgen would defnitely a great way to build the game up, fully agreed.

Thanks for playing!

This is well made, it's very "to the point" and everything aligns with the intended gameplay. Kudos!

Nice watercolor-like aesthetic.

Thanks for including instructions in the comment, I'd be lost without them ;). The game is short and to the point, no complaint there. Could use a little more fluff with simple particle effects and SFX. The stingray isn't much of an obstacle, perhaps complicating the level layout with some additional walls, and introducing intertia to movement could be a way to make it more challenging?

Solid effort :)

Good result for a first completed game, congrats!

For me the instructions were clear enough to get the hang of it quickly, making the tutorial was definitely the right call. I liked that dying wasn't a big problem, and the delay between failing and trying again is minimal, which I appreciate a lot. 

Well thought out and carefully done. There's a few nice things here that ease the player into the game, like the initial rooms that teach the basics, no instakilling, the clear interactability indicators and key prompts, which I massively appreciate in a game I only have a quck moment for. The game explains itself very well with graphical and sound cues.

Well done, rated highly.

Thank you for playing! :)

I wanted to put in an arrow that pointed to the portal once it spawned, but ran out of time in the end. Will likely update later.