thanks! Got some other additions in the same series if you need more material.
haberchuck
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The art style is very clean and cohesive!
Enjoyed the gameplay, too, understanding that it's something that had limited time for development. Had the same <null> thing happen before I could get my harpoon upgraded enough to make further progress.
Generally agreed about the more player input component: would be nice to have sort of, idk, balance bar or mini-game-styled element for completing the catch of a fish. Two ideas that come to mind are from RPGS, e.g. a bar that you have to move to match the movement of the fish (Breath of Fire III) or a button mash kind of deal where you have to hit the button fast enough before the fish pulls away from your line. Or maybe button combinations?
Either way I think it's a good starting point!
Cool concept! Big fan of the art style and the passive cooperative elements.
Probably wouldn't mind as a player some sort of beginner element that might spare you the first death (idk, some animal pops up that provides you with a bit of aqua or the tiniest raincloud hovers over you briefly lol), just because I felt my few runs always ran into a barren patch that I couldn't overcome before I got to more involved elements of the gameplay.
That said, if I owned the game or considered owning it, I'd give it a few more tries; just hard with limited time to play so many submissions to power through. Overall, though, a neat concept and really solid ambience of art style and the music.
First thing that comes to mind is Toejam and Earl 2, where they've got to can and collect the humans and ship them off the planet. It would be cool to see this concept expanded with maybe, like, a weight station at the end where you have to see how much trash you gathered? Right now the portions of the game (collecting, shooting) seem a bit disconnected.
I think it needs above all something of consequence, e.g. an oxygen tank where you can only swim for so long, just to provide a sense of urgency, but there are some solid starting points here!
I think my favorite part of this project is a more cohesive connection between the theme, game concept, and music. I feel equally guilty of doing it, but many projects come off as concepts slapped together after the fact to explain the music somebody made. Your project feels more intentional than that. I agree that some of the tracks could use a "swell," if you will, to complement the soothing main hooks. That said, I think you did well to come with something more holistic ans I can appreciate that!
Impressed with how robust the skill tree is for such a small game! Really enjoyed the "digital dashboard" kind of aesthetic as well. A shame there wasn't any music or anything to add to the experience, though!
Naturally, it's only a starting point, but I would say that it feels kind of tough to get started enough to earn the fall power necessary to buy skills that'll prolong your playtime. Could just be I was unlucky, but maybe as a tutorial stage / beginner's section, you could make the blocks not randomized to start so that the player can build up some fall power and better adjust to the controls?
A cool starting point, I'd say! I think it lays solid groundwork for a more puzzle-like game where you have to get to the can of beans in the fewest number of leaps? Reminded me (very) loosely of Intelligent Qube on the PS1 with its aesthetic.
Areas for improvement would be more obstacles / challenges and something to tie to the bean-collecting together with the falling lol, but I do get that it's hard to develop features fully in a short jam. Overall cool entry!
Really enjoyed this! Think Typhoon was my favorite thanks to its turbulent nature that still felt held together musically. I also like that your tracks seem to have their own identity since, I feel, orchestral tracks can off get swept up in a similar aesthetic that you hear over and over. Nice work!
Not somebody who can write orchestral myself, but I can certainly appreciate the magnitude of that sound profile and how it matches it up with the theme here! Feel like the heavy use of piano and strings provided your tunes some real weight behind them, appropriate for something story-driven. If you do another composing jam, I'd say just aim for one track that maybe deviates from the main motif more? Otherwise don't have much else constructive to add!
The big orchestra sounds really do seem to capture the grand and epic feel that correlates so closely with the theme, I would say. A lot of different instrumentation going on, too, which provided the songs with a lot of depth and variety. Nice stuff! Definitely couldn't manage orchestral stuff like this myself.
Thoughtful use of different stars as your starting points for each track! Also, enjoyed that each theme had a second half, so to call it, to provide some variation to the ambient vibe. Feel like often times this kind of music rides top long on one motif, so thought that was a good choice on your part!
Really like the idea of mixing break beats in with a more electronic sound!
I think my favorite section are the muted, low-key jazzy and retro sounding sections like in Smoke and Mirrors + Now It's Personal. I know break beat music is so focused on rhthym, but I think I would like as well a couple melodic lines to cut through those droning sections. That said, overall nice work!
Actually listened before reading your description and what struck me was the ominous tones in building your songs and also the lofi drums in the first track + the horns in the end, so based on your description it seems like you nailed your vision!
Liked the use of those jazz / noir elements to maybe get away from the often exclusively electronic, "throbbing" feel that cyberpunk elicits (I say this as somebody who approached tracks like that lol). Good work!