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Garrett.Ward.Richards

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A member registered Sep 22, 2024 · View creator page →

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Hey, Saskatoon game jammers - I just uploaded a new version of Round Up!! It's maybe about half-way to completion now.

Okay, I figured it out! Knowing that CTRL was one of the keys helped a lot. Now I understand that WASD+space is Player 1 and arrow keys+CTRL is Player 2. Pressing D/right cycles the character (would be nice if A/left cycled the other way too) and then space/CTRL confirms you are ready to play. The two characters on the right are out because there are no keys/controllers for them, which is why the grey symbols appear below them. Can you play with 3 or 4 players if you hook in a controller or something?

As before, I like the character art a *lot*. The menu music is catchy even though it is simple and short (and seems to keep playing under the battle music). The basic pacing of the main game is good too (i.e. speed of animation, speed of movement, speed of shots).

My main suggestion is that the match timer is too short (and seems to be invisible). It's maybe 10 seconds, which isn't enough time to get used to the controls and feel of the game. I think a much longer match time (e.g. at least 1 minute) would help a lot - maybe allow respawns so that each player goes through several "lives" in one match, like a Smash Bros "time" match, because the characters are pretty frail.

Good proof of concept here!

This one is a ton of fun and has such a great theme. I love how the retro graphics and cutesy main menu contrast with the grisly murder scene and thriller-inspired stakes, but everything still manages to feel tense. For me, it's a bit too short and a bit too punishing, which is understandable for a Jam game, but I think it works as a great proof-of-concept for something that could be a bit bigger and more complex (e.g. more missions, starting with simpler ones; different scene layouts; varying clue complexity - a longer timer and more complex clues could have more of a in-depth deductive feel). Nice work, here!

I really enjoyed this one, and not just because I have a soft spot for visual novels and Ren'Py. The NPCs are unique and cute with hidden depths, their designs very nicely realized by the original art. I don't know if you made the equations easier after the Jam, but I didn't have any trouble with the minigame when I came back for subsequent plays (now I think the issue might more be that the instructions are written in a counter-intuitive order and are difficult to understand without seeing the interface). I wish there was a touch more complexity to the outcomes but the limited branching makes a lot of sense for a Jam game. I could still easily see myself coming back to this, even years from now, to play through all the endings again! Excellent work!

Great art. Feels complete. Very playable, if a touch simplistic (totally understandable for a jam game, though). This last time I played I noticed that the vertical enemies move a little slower than the horizontal enemies, which is a very clever way to accommodate the landscape orientation and keep things fair. Really nice entry!

The art for this one looks amazing, but I actually couldn't figure out how to get it started. Do I need multiple controllers plugged into the same system or something like that? If you add some clearer instructions, I will give it a try!

I like this one a lot! Eminently playable. The animations are slick and the projectiles move fluidly. Of course, it feels a bit too difficult/punishing. It might help to have Seraphiel's hit-box a little smaller, or add more depth to the game with hits/lives (which would also help you feel comfortable with extending the length of the fights). Sound effects would enrich things too! (Speaking of sound, the music seems to cut out after the first fight). Congratulations on a great entry!

Thanks! I really appreciate the comment.

I actually toned down some of the absurdity and simplicity of the interview in the 1.2 update; the original was a product of mad-dash writing right at the end of the Game Jam, but I think I want to set up Tally's personality and the bluff's effects to be more consistent. I'll save the original as a bonus scene to unlock or something for people who finish the game (if I ever get that far), though!