Thanks @Korlagwan! We definitely could have been sneakier about that first twist, though glad to see the humor came through despite that. I hope you do get to try at least the one other main ending because it's hiding a good chunk of the lore that should deepen the impact of the first playthrough. Whether you get to or not, we appreciate your comment and thank you for your kind words! :)
ghost_bros
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Loved the peaceful feeling of the game (music was really nice!) and the way the tone slowly shifted as you discover things aren't quite as they seem. Unfortunately ran into the eel soft lock and then died in anglerfish land a few too many times, but when I'm done with my workday today I want to finish it up to see how it ends. The atmosphere is great, the art is just right, and the dialogue is cute and funny. I really liked the line about selling urchin plushies in the gift shop haha, caught me off guard. Also bonus, the pacing and subtle hiding of ways to disobey Scubot were done really well and do actually make you feel like you're smart for finding something you're not "supposed" to. Anyways, awesome job on this!
Wow, thank you Sasha! We worked a lot of late nights on it, so very glad to hear you enjoyed it. On the notes:
- Yeah, I (uncle_specter) spent a lot of time tweaking the dialog box sound trying to find the right tone. Hopefully it wasn't terrible, but next time I'll try to lower it/quiet it relative to other sounds
- This is a great idea! Just didn't have time to get to that level of polish unfortunately.
- There's a bit of wonkiness around character-sprite matching attack behavior and positioning that we didn't have time to fix, but definitely noted, could have spent some more time tweaking what we have I think.
Thank you so much again for the kind words and the helpful notes! :)
@footnoesforthefuture Thanks so much for playing and your kind words and notes! We tried to make a WebGL build but it was having unique issues that our other platform builds were not unfortunately :\. Interesting take on the extra narrator, could definitely see how he was superfluous, but we were trying to use him as a red herring for the real untrustworthy guide haha.
The cheeky untrustworthy narration and options were fun. The gameplay was smooth and just challenging enough. Unfortunately I got stuck in the second level where Leah appears! Wish I could have played more, the platforming was fun. I liked the way the mist revealed platforms sometimes, and the reverse-psychology narration was satisfying to discover. Great job!
The writing in this is really smart and fun. I love the lore of this world of animals you've created that are living in the world like how humans do. There's a lot of truth to honest mundanity here that when applied to animals is very charming and funny. Love Gary staying over because he's having marital problems haha. Unfortunately I ran into a game-stopping bug halfway through but the time I spent with it was entertaining. Great job!
Wow! The idea is so unique, loved playing around in the sandbox mode after my first playthrough. I really like games where you seek out different combinations to see new content, so that was great. Playing as inanimate objects with those eyes was fun too. I was shocked by how many ways I could get through the door at the beginning haha.
Love the concept! Very fun seeing the narrators fighting over the genre. I appreciated when elements of both fantasy and espionage were introduced at the same time. The hitboxes were a bit frustrating at times and having to restart the narrator conversation after dying in the running mini-game every time ended up being where I stopped since I was not very good at it... D: Also enjoyed the couple of laser puzzles in the middle there. Great job Rodii!
Awesome intro!
The intro was super cool, loved the voice acting with the slide-show and the epic art to go along with it. I think the gameplay could have used an overlay so I could tell what was clickable, but once I figured it out I was clicking everything haha. The jumpscare got me because I was preoccupied trying to find everything I could click and didn't notice her. The 3d elements + exploring a lit household + lots of things being interactable made it feel engrossing. Just wish it was longer and the narrative after I started playing was more clear. Good job! :)
Excellent interpretation of the theme, enjoyed the art and the concept. The writing felt believable for what Ethan would have been able to understand.
I had some issues not always knowing what I was supposed to do. When Ethan said something in red we're supposed to put a sticker down, and sometimes when the therapist asks us a question we're supposed to put a sticker down, but not always.
Well done, and good job handling a tough subject.
Thanks so much for the playthrough! Super funny and supremely patient haha. Unfortunately, there was no time during the jam to make the plant actually grow, so I'm glad you moved on with your life before your video stretched to an hour. :) It's definitely something we'll add in once the voting embargo is lifted. Thanks again for taking the time!
Thanks so much for the feedback and for the (impromptu) bug testing! :) I think that's a great idea to stack the dropped items in quantities of ten, to avoid the kind of bug you experienced, since you really can start to collect quite a pile of stuff - it's almost like underwater Horders...I appreciate you giving it a try and I'll definitely make it a priority to get the loot drops patched up once voting is over.
Really love the pixel art here. I also felt like combat was well-done, giving the player enough time to hit and retreat to avoid damage with the right timing. As others have mentioned, the enemies will chase you across the entire map. This might be a realistic representation of Roman centurions, but giving them a max chase distance might have been good, to avoid massive battles. Towards the end, I was just paying the death penalty to sit and slaughter the map's worth of enemies haha.
Great work, this could definitely be expanded into a long form experience and I wouldn't complain :)
One thing is certain - this game is super cute. I could probably sit and watch these pups battle it out for hours (I'll probably go back and do just that after leaving this comment). As TomR mentioned though, I didn't really feel like I could affect the match too much. The couple special abilities you get are really fun, but seem to just as easily affect your team negatively as the other. Maybe a little more gameplay on either the management side or the player side would give it the balance it needs. Overall, great job.
Go corgis!
This game is great - really like the aesthetic, the gameplay is challenging and (as cyrus mentioned), the AI seems really well done and fair. I could seriously see this being ported to a mobile device fairly easily, since having selection / movement as touch might even make it more intuitive and avoid the confusion with movement direction. A couple things I felt were missing might be a level select screen - I'm not great at these types of games and being able to go back and pick up where I left off would have been appreciated. Also, the tutorial didn't explain the selection process / controls exactly, so it took me a minute to figure out how to select (I was originally trying to select with the mouse. Doh!).
All in all, great job!
Thanks so much for the feedback, we really appreciate it! All great points, but I particularly agree with the hot bar comments - it could have even been improved if the knife was stickied to spot 1 since it's usually the tool you're using the most. Thanks again, we'll try to make some improvements when the cease-fire is lifted after voting :)
Super impressive effort here all around. Loved the environments, the cut scenes, and the models. Melee combat was well done and felt fair.
My main feedback is that I was a little disappointed with the shotgun, as I had serious issues hitting what I thought I was aiming at. I started getting the hang of it towards the very end game, but definitely needs a reticule or something to show where it's going to hit. Other than that, great job!
Full confession: I'm addicted to picross. It's like my soothing game I play when nothing else is going on. Now, with the addition of Bob Ross, it's even more soothing! Art style is great here, gameplay is great (haven't tried this type of picross before, actually).
My only point of feedback is that it might be good to have a little blurb up front to explain how this version of picross works. I found the tool tip luckily, but before that I was just winging it. Anyway, this is the full package, way to go!
I'm digging the aesthetic and gameplay a lot here. Great approximation of the two games I think it's based on.
A couple thoughts: It could use a more clear objective once the game level actually starts, as I wasn't sure who to shoot exactly. Which I think is the point, but might need to be stated more clearly. Also, giving the guns a little more impactful sounds and the shotgun more power would have made it seem more important to grab different weapons and more satisfying to shoot.
Overall, great job!
I really enjoyed that. I think it missed a little bit of its potential because I really wanted to just play a full game of chess, side against side, where you throw chess pieces at each other. But I'm a big fan of these types of physics fun games and this was a great example. (Now go and make that level with all the chess pieces available) :)
Great job here! The art is nice and crisp, the gameplay is fun, and the voices were hilarious as I kicked mionions around. It might have been nice to see multiple maps or maps that made better use of the bouncing physics (I know, difficult for a jam). Also, it was hard to tell what was unique about each of the different enemy types. It ran well on my Mac and only issue I noticed is a slightly floaty feel to the mouse sensitivity, even after adjusting.
Nice work on your first jam!