I didn't think of slowing down the horizontal speed as well! I'll definitely implement that
Guac GameDev LLC
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I have no rhythm and I must scream.
Can't speak to the musical part because I 'm terrible at music games even though I think they're cool.
What I can give useful info on is:
I liked the art! The first alien gave me Evangelion vibes.
with ABXY I could have sworn there was controller support. Would have like arrow keys or WASD to input combos instead if keyboard/mouse.
I'm looking forward to watching the stream of this game so I can see what it's supposed to be like.
I don't play too many SRPGs but I know that it probably took a tremendous amount of time and effort. It shows and once you get into the gameplay loop it rules! The art and music were already fantastic to boot. For the gameplay my one recommendation would be some further visual indication of what phase of the turn I'm on.
The gameplay loop itself is satisfying once you get into it and I'd recommend it to SNES fans like myself!
The gameplay was a mixed bag for me but I like atmosphere above all else in the games I like to play and you excel at that. The style and presentation were unique and I enjoyed those aspects. The opening cutscene confused me and I thought the controls didn't work, I think using textboxes to give context would help on that front.
This game was a perfect example of the theme mechanically. I loved it and would want to play a full polished version. The scaling mechanic was really cool and if you did a game with more spells and physics puzzles it would be rad as hell. Where it might need polish is I could throw crates through walls.
I like the main character design, it's very inspired and stands out. The time travel mechanic was cool too. What really stood out to me though was that you added a story which I think is important.
For negatives: The level complete text looked like a bunch of dots on the screen and I couldn't get past the third level even though I reached the door with the key.
Very cute and amazing sprite art! I wasn't able to finish it but I appreciate the chill vibes. I think optional fast travel points scattered throughout could help with the slow pace of the game not making it feel like lost time. If I missed them then I would suggest adding one sooner as a tutorial. Missing a jump or going the wrong direction felt like a burden with how slow the red panda moved. But enough griping, I loved the atmosphere and it felt like a real journey trying to get to the top. Also the survival mechanics were a nice touch.
I love Vampire Survivors and this scratched the itch quite well. Also, the addition of inventory management was a neat twist! I feel like items in the shop actually could have costed more as I had 1000 unspent gold at the end of the game. Maybe even the extra pouches and backpacks could have costed gold. Still the threat of losing progress and going back to the next level kept from taking it too easy.
I really like the artstyle and I feel like the different abilities at Vivid's disposal are simple to use but have a lot of versatility. I got stuck on the beaver part with the axes on the second wall you have to scale that also has normal blocks. Regardless, I've really enjoyed playing the demo and I'm going to try to play through it again later.
Congrats on uploading your first game jam! I found I was able to spam the jump button as much as I wanted. If you want to fix that you should add checking if the player is colliding with the top of the block before they can jump. I enjoyed the concept and look forward to playing what you deliver after building off of this experience.