Absolutely delightful experience, I’d happily play an expanded version, and I got madly attached to my mad boy Thethen.
Hypergardens
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Looks very nice, and fresh concept.
- You can “simulate” progress when out of focus by marking a timestamp regularly while in-focus or online (every second), and then if the game detects a mark after a longer amount of time, fire some logic that covers more time, like update(300seconds) or update (1000ticks).
- As a mechanic, the incline of the mountain could increase, requiring more strength to push up at the same speed. That way, you might have several attributes influencing progress.
- The +X% pop-ups are amazing, wish more games had that.
Beautiful graphics too!
- This is just a blank page with the word “REVEL”, and then 40 words of licensing.
- This isn’t a game, or a supplement, or anything.
- You can’t copyright a single word, and there’s no way that you can expect “CC BY-SA 4.0” attribution on the word “Revel”.
- It’s pretty insulting to “accessibility” itself that you’d call a single word “accessible”
This is just a mean, sneaky joke to grab “first upload” on the jam, and again, insulting to the idea of “accessibility”, which is a real thing in gaming.
It feels like a nihilistic… anti-joke about game design. Or copyright. Or playtesting. Or game jams?
Whatever beauty or artistry or meaning there is to roleplaying games, “Revel” is, at best, an exploration of a bold… grey… lack of any of that.
Very catchy, lovely animations, and a huge amount of potential in the core systems.
However, be careful with the following:
- stacked multipliers are ridiculously powerful, resulting in hundreds or thousands of gems, endless healing, and even a game freeze upon high numbers
- turtle play where you're just farming shields/healing and money
- insta-wins with stacked multipliers and AoE
Absolutely delightful! Would've liked a visual effect for the stuns and maybe some of the cards but it's surprising to see a deck builder in such a small jam! <3
I played for about 2 hours, you should be proud that you've managed to create a game that engaging. I died right at the end though! With a New Game + option I would've gone right back I think, or with a bit more variety. This is not a criticism, but an encouragement to keep going and develop this!
I actually built a strategy around heals and stuns and each colour having a role, surprising depth!
Oh and if you want to enable a variety of controls, there should be nothing wrong with clicking to select a character, then dragging in a certain direction to execute an ability (left/right to swap places, up/down and/or hold to do timed abilities, etc). I think you really struck a rough gem here and there's a lot of potential for timing -and- tactics, even strategy! I'll be following you to see where this project goes!
That's very fair, I did something similar, "hey, I want to see if this mechanic has potential".
In this case, it for sure has. Combining movement and actions is really satisfying, consider adding an "up" or "down" mechanic for each class, perhaps selectable abilities, maybe the ability to strategise around enemies, and you've got a full, innovative game!
The only change I might make would be to have an "absolute" key, like Q for the defender and W for attacker, wherever they are. Or perhaps a "tab" key, where you select the next fighter
One of my favourite games of the jam. An amazing, well-paced mix of insane, shooty levels and tactical ones, interspersed. I loved the "take the shot" kind of gameplay where nothing is really random, and you really feel like a sniper when you get that "green light" for the king.
And I don't say this lightly: the BEST enemies of the jam, if not some of the best enemies in any small game I've ever played. They felt like they could predict my movements, and faking them out or being caught off-guard by them felt awesome. It felt as amazing to trip a queen up as it was to snipe the king. And perhaps emergently, the knights were unpredictable and very hard to counter. Also, I don't think there was anything wrong with the tank controls, that's how a tank should be: a bit slow, a bit clumsy, and very different from the brainy chess enemies. Maybe the tank's hitbox should have been shrunk a bit, because enemies could fly by me and kill me.
The only thing that could make this better is some self-imposed challenges or achievements about using fewer shots than you have.
I love this.
My first full 5/5 this jam. I hope you get featured and I want to see a devlog!
I think there's more to be done with the time stop mechanic, the game probably needs to find more of an identity between "Oh god oh god" frantic and "hmm, where should I go now" tactical. Maybe could have used a bit more polish, such as animating the nodes as they travel, but overall, surprisingly wormy!
Good core, my gripe was with the collisions with the walls. The walls and pillars aren't transparent, and things, me included, would "hide" behind them which felt glitchy. Sometimes I'd get stuck around looking for a pick-up. It often felt like the momentum of play was often interrupted. Perhaps let the player keep some of their momentum after bouncing off, or redirecting it in some way, or maybe even increasing the damage and accelerating if the player deals a killing blow, to line up an awesome shot.
A lot to do with this concept, and the effects were really good!
Oh yeah, you know what? 5/5 on polish. Slow-down and stutter when killing or spawning enemies, the leaves falling, the trees in the wind. Excellent.
You should be a bit more careful with which entities are in front of which, and where the skull projectiles collide, sometimes I was in front of trees or behind houses, and my projectiles would explode on nothing.
But it was an atmospheric, pretty intense fight as-is. Good job!