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givenflesh

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A member registered Nov 23, 2016 · View creator page →

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Trust me, I know how difficult it is to find ways to communicate things. Gamedev is a massive endeavor with an endless amount of things to learn and get better at. Legitimately: I am impressed by what you all did, and I hope everyone who worked on this keeps at it!

This game was practically tailor made to my personal aesthetics. Deer, starlight and flowers are such a great combination. Kept it simple, executed on that simplicity. Great job!

I'm still somewhat undecided. I rather enjoyed working on it. I'm likely to at least clean up bugs and add a few features, whether or not I make it a full release depends on how it feels after more work has been put into it, as well as what my teammates think. I really appreciate your comment and I'll make sure our artist sees it!

You did a great job on this one. For only having two weeks, you made a very strong project!

Some concerns: I wasn't ever able to find any materials other than mushrooms and flowers. After reading comments, I now realize I could have hid from the gaze, but didn't realize that during play. 

Some high notes: The werewolf biting animation for the end screen was great! I loved the art of the villagers. Finding a balance between using green potions and saving them was neat. I think there was an interesting dynamic of whether you just accept the damage of a full gaze to save a potion or use one for the stop + heal.

I managed to get into a good rhythm of making one of each potion I used, and just letting the werewolf keep staring when I couldn't. It turned out pretty fun, if challenging! The villagers had interesting personalities. I rather liked the way the priest talked, and when he spoke up the first time, I doubted him, but then I started to trust him rather a lot with the way he spoke. Very solid!!

Honestly this was just... incredibly well made. Such well thought out puzzle mechanics, it was a blast trying to figure out interactions and arrangements. This one needs a full version, for real!

Absolutely fascinating combat system. It reminds me a lot of FFX with the way it structured time, but because time literally ticks down, it gives you room to mess around with a lot of different levers. The werewolf thing was an interesting surprise, I was wondering why the world was spinning, and then it became obvious and that was a neat realization. The different attacks based on equipment made me like comparing them. Pretty ambitious for a gamejam to make an RPG, but I think you got the general structure of it down in a way that got my attention!

The mechanism for it is actually pretty simple, but I don't think I did a great job explaining it, especially visually. If I'd had more time, I'd have wanted to show the stats being made with an animation or something. The actual mechanism is just... every elemental is made out of the two highest (left to right) elements, so 5,5,1,5 would get you element 1 (fire), element 2(water), making lava. Then, stats are picked by type. Fire goes to strength, water goes to spirit, and then the '3rd' element is the next highest, whatever it happens to be, in this case, air. Then, the last, lowest stat *lowers* each stat. So in this case, it would be 4/4/4. The trick is to get 0 of one element and really high of the remaining 3!

I definitely knew of a few of the bugs but wasn't able to fix them before passing out on the deadline day. Same with overall balance.. earlier drafts actually had the assistants so powerful that they were all you ever needed.

I'm really happy you were willing to spend time on our little game, we all worked really hard on it, I spent so much time on so much code to get it to work, haha. Thank you for detailed feedback, means a lot!

It took me a bit to figure out what was going on... but once I did, I rather liked it. Kind of a more active vampire survivors. I think the full freedom of crafting lets you break it a bit easily, but also that's kinda fun. It unfortunately crashed after I drank like, 12 magnet range potions and 8 magnet strength. But this was a really interesting submission

This was incredibly clever. At first, just a jump based movement system didn't quite grab me, but I'm so glad I kept playing, using the shadows to propel yourself further is frankly genius. I skipped one of the puzzles with precise jumping, but I had a lot of fun trying to figure out how to get to where you needed to go. Also I'm all about avenging bunnies. Fantastic work!

I really enjoyed the game quite a lot. Presentation is wonderful in particular. I feel like there's a lot of interesting gambling and decisions to be made for the ingredients, though I feel like 22 silver per is just a little bit overly difficult, particularly when cops are involved and you have to avoid alcohol entirely. I also felt the first day was especially tough too, before you have any upgrades, and the unlocks I got ended up being a lot of duplicate ingredients. Overall, fantastic entry, though!

Hey, just wanted to say that I enjoyed this! It's short and small, and I wish there was more. But you did some cool stuff with the shadow detection, and I think that's neat! The glyph on the message-boxes leaves me at a loss.... Anyways. I found two glitches if you want to address them: One is that it auto-loads the next level on space, and two is that I was able to get the door open here and I'm not sure how since they're both still clearly in light.

Good job overall!

Played the game, quite like the aesthetic, you really nailed that old psx era vibe. Had some difficulty understanding how the potion controls worked, and the feedback on if I was doing damage wasn't always clear. But I enjoyed just making the pretty effects happen!

Whooooof. Fascinating take on the concept. At first I thought that I'd played games that did the trail meaning something before, but the simple on-off switch at specific locations REALLY changed things up. I was genuinely surprised how hard of a puzzle you were able to make out of level 9. Got there in the end, but you *really* challenged me there. I think you did a lot well, but I want to especially praise you for pushing what you made (coding wise) to the limit with your level design. Good luck in the jam!

Very fun. Went through two board expansions before needing to step away, but I liked it a lot. Some way of hand manipulation would be nice, since I ended up desperately wanting like, 8 houses at the end, and had to just keep filling in my blank spaces. But seriously, good stuff, you've got a great sense of style that I'd love to see spin into more games :)

Hey, great job. This is an extremely good entry. I was thinking a lot about how to handle the different issues. I think personally, a little more clarity with how much damage is necessary to stop an enemy, and clarity in how much health you have left would be good (I also could have missed something). I think making it more apparent that you have cards you could purchase for evolution, like.... I almost want to say you should make it pop up automatically every so many turns, because it's easy to get into the swing of things and forget. But seriously, overall? Fantastic premise, huge amount of promise.

Spreading spreading made me laugh, and wario ware is a childhood favorite of mine, so it was appreciated

I quite liked the little loop you had going. The puzzle design got me all the way to the end without confusion, and the final level was exactly as difficult as it needed to be without feeling too hard or too easy. If I were to recommend something for improvement, I think including a way to make the text fill a bit faster without skipping to the next one instantly would be nice. Great job, overall!

Absolutely fascinating and charming! This almost feels like the jam experience itself, trying to find the right pieces of your skillset and thoughts to go with each other. You've got some great, interesting ideas, I like your projects!

What a fantastic entry. I got the 'bad ending', and not entirely sure what I could have done differently. But the atmosphere, the premise, all of it had me completely hooked. I think you really have something worth making here. I won't pretend to know the best direction to take it, only that I want to play it when you finish it.

Really cute! I think you're already fully aware, but just for sake of it, I think my primary feedback is pretty much just the sun-laser hitbox feels a bit too picky, and the slimes can sometimes spawn inside of goblins. But this was really cute and even with those issues, fun to play

Fascinating little game. I'm quite picky about card battlers, but this one's got potential. I like the mixed tarot plus office theming, it's definitely not a combination I'd expect. Definitely piqued my curiosity

Thank you so much for the detailed comment!!

That's a very clever way to push the tables, in a future version we'll definitely need to address that, but I'm honestly glad to hear you played enough to discover that :)

A few people definitely complained about the darkness. What I would have liked if I had time to figure it out would have been to make the player's phone light much brighter, or found a way to turn on a flashlight in a way that would draw enemies, but also give you more visibility.

The falling hole mechanic was one of my favorite things, I was so happy with how it turned out. That idea for a hole falling in a hole... that's honestly genius, since it would only happen with the moving holes. Either that, or I'd 'infect' the other holes. Unfortunately, the game as released, there's just no effect, but I absolutely love the idea.

Unfortunately, not all the NPC dialogue was made true in world. I'd have loved to make the hole move if you threw things in it, or make what she said about not moving true, if I'd had more time to think it through. I mostly just wanted to portray her being scared, but 'stopping' to stop the hole could have been a pretty interesting mechanic.

I hear you for sure on the algorithm. I was hoping to get as much nuance as I could into it, but it's rough on such a tight time budget, especially with how little time I had to make the levels after we finished basic programming. In a full version, I believe I'd still want there to be an "Algorithm", but it would take much longer for it to reveal itself, and I'd have the player pushed into positions of doing things that get its attention. Considering how much I liked the writing in your game, you liking the dialogue really means a lot to me.

Again, thank you so much!

There were some last minute bugs introduced in pathfinding meshes that were difficult to track down. The goal was to get her to the friend, yeah, though we didn't have much planned for when she got there. And yeah, social media has been difficult to contend with these days.

That way of phrasing it absolutely brought joy to me, thank you!

Thank you so much for the kind words!

So happy you did!

I'm glad you felt so! Our whole team wanted to make something really meaningful, no matter how long we worked on it. Thank you for your kind words!

What a good game. Like... seriously. The fact that you did this for a gamejam is incredible. I'm not sure I have any constructive criticism for you, because everything I could say feels nitpicky in a way you're probably already aware of. This may well be my favorite jam entry of the few dozen I've played thus far. Good luck!

Impressed with you building a procedural level generation for a game jam. Good luck!

The monsters only appearing in your light worked out pretty well, made a good deal of tension. I think my biggest issue was that because the monsters felt just a bit faster than me, I needed more things that could get in their way to properly run. The trees only sometimes worked for me (could always be a skill issue on my part, of course, haha). I felt like I needed to already understand the town's layout to have much of a chance, I had no idea where my last character died. So some sort of map you could pull out would help. The story was captivating, the mixture of people who clearly wanted to justify their hatred vs the people who wanted to use scripture for good, it felt like a nice balanced nuance. Good luck!

Hm. It took me quite a while to understand the ser stat and the spreading mechanic. I'm still not entirely sure I understand. Sometimes when I push 2, I teleport, sometimes I don't. The puzzle itself is very fascinating. I found I could bounce back and forth in my infected territory to build ser back up, but I struggled to manage my HP in a meaningful way, especially since it seemed like a very finite resource. This is an absolutely fascinating entry, I do hope that you continue developing this, with a little more conveyance and some time spent balancing it, I could see this being a really great game on its own

What was here was already plenty fun, but what surprised me the most was how much potential this has if you keep developing it. My mind is abuzz with ideas. Please keep at it, I'm genuinely curious to see what you do!

I adore overcooked. As someone who used to cook for a living, I always felt that it captured the spirit of things going crazy in the kitchen. This game is *very* close to getting that, and you should be proud! Some constructive feedback, I'd recommend making a queue of customers that can vary in size, and mess with the balance for operation time. For a single player experience, I think it's important you can 'set and forget' items, which would make the player have to remember and balance their timers. Seriously, good job, and good luck!

My apologies, I genuinely didn't mean to offend. The game made me laugh, and I read the intent as gross-out humor. I forgot one of the core rules of the internet, that tone doesn't come across in text.

Absolutely hilarious. Not much to say other than the writing was flawless. Took me a while to get the 'fridge' part of the puzzle design, but the writing was just so good it carries it anyways. Good luck!!!

Damn, he's good.

The game is very gross. Since that's what you were going for, good job.

That was absolutely adorable. The pun made me die, but the gameplay revived me. Not the sheep, but.......

Very cozy and cute. I'd have loved to see a bit more challenge in the puzzle elements, or more options to customize how it looked. Either way, good luck!

Very very solid!!!

Graphically it was extremely charming. The first little swap up of the darkness to light when you go invulnerable was actually really great. For the most part, you do a good job of drawing players towards where they need to be, but a few levels do have branching paths that I don't think help the experience. I absolutely wanted to save the skeleton. I got to about level 8 before I had to put it down, and other than the thinner stairs being a little finicky, I really loved a lot of the choices you made. Keep at it!