1230! I don't know if it's high or not, either way it was very fun. I loved the feedbacks, the squashing of the ball, the splattering when there are no bounces left...Also, the audio fits in really nicely.
Well done, cool little idea <3
The core of the game is good, tutorial was basic but taught you everything you had to know. After playing a couple rounds, I have one main feedback:
- Echolocalization should be give different feedbacks based on what it hits. Maybe enemies = red dots, platforms = blue dots. This was the main reason the player can't avoid enemies, because they think it's a platform an in a split second you're dead;
A plus would have been a walking animation for the bat when sliding on a surface. Would've been hilarious!
Aside from a few annoying bugs it's a pretty cool game. The most satisfying thing is, like others mentioned, getting all your hard work pay off a the end with all the echoes collaborating together. Of course the art and the UX could be improved but I particularly liked the guards approaching with the high pitched sfx and the exclamation point!
Awesome work with the gameplay design: this is one of those game I myself would never be able to make because I lack the skills to think about a small, compact working system like this one. Tutorials were there, feedbacks are basic put present, graphics are essential. Could be a great demo for something more!
The game presents itself very well and is quite polished. Throwing and hitting the opponent while getting it ourselves is pretty satisfying. Art is nice and as others said, great work on including local co-op and competitive modes, that was insane.
The only downside is also the main twist of the game: I didn't really understand how the echo mechanic worked. If you walk onto a "3-amplifying-bars" icon it doesn't stop your movement :\
Pretty small, rough project. Main areas I would try to improve:
Great work guys! I could tell you have a great sense of feedbacks and the controls feel like smooth butter. The game is dope to play and actually quite addictive. Perfect scope for a jam too. I bet this would be pretty popular on mobile.
The only missing feature I would add is an indicator of where enemies are coming from. This way the player can prepare if they are playing near a border and not lose due to an enemy spawning nearby.
Hey, thanks for the comment. Yeah we saw that but didn't have time to improve it because there was an easy workaround: keep the left mouse button clicked while aiming for the center of the crank and it won't lose focus!
I'm particularly pleased to hear the narration is well done, it was our very first attempt and we aren't writers in the slightest!
I think the work put into this was crazy. Being a first jam, I think you guys overscoped just a little bit lol.
As for constructive criticism: think about animation canceling. After getting comfortable with the abilities and controls, I immediately started switching rapidly between them to combo the effects (stun enemy -> damage) only to find that the animation didn't respond properly and there was an annoying internal cooldown on the basic attack. If I could switch freely it would have been more satisfying (but then the player's power grows and the game has to adjust accordingly)
Thank you so much for your kind comment. Yes, we knew the second minigame would not come out like wanted it to but there wasn't enough time to fix the core design so we simply fixed the bugs and that was it. I'm happy that didn't prevent you from enjoying the story, which was the true focus of the experience.
It's incredible how a well animated sprite and some fitting music can create atmosphere. It reminded me a bit of Hollow Knight lol. Aside from that, good work on those puzzles, simple but fun to play. I also enjoyed the tiny details like having a bark for when the player clearly made a mistake and encouraging them to retry. Good job!