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ryan

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A member registered Mar 18, 2019 · View creator page →

Creator of

Recent community posts

The art style was very charming, and all of the sound fx and characters were very cute :D I also really enjoyed the fact that movement was faster ont he diagonals, it added some fun tech to moving faster.

I think the cannon could be more centralized on the map, I felt like I didnt want to get too far from the cannon to minimize the time walking back and forth, but I also would have liked to explore more of the map. Eventually it becomes basically impossible to survive up by the cannon when you are dropping off the pets.

Very cute and fun, great submission :D

thank you so much for the kind words, I'm glad you enjoyed the vibe :D

I really though a full blown ARG was about to unfold in this game. The presentation is incredibly stylish and well-executed. The sounds are extremely pleasant, and the FX are all extremely clean. The controls are snappy and the concept is easily understood.

Very well done!

a very cute game, with a fun and simple concept. The little dragon and the animations were so cute, and I LOVED the voice acting on the guards. Very silly and fun, solid Jam Submission!

This is a great core mechanic for a game! The time dilation was well done, and the movement felt natural. I beat it :D

A couple times the the camera was a bit too slow for how i wanted to play, so i wish it was tracking the gun along the track. I also wish there was some more middle ground between slow and not slow. Maybe using something like scroll wheel or interpolation to make that transition slower could be fun.

Great submission and fun game!

Everything in this project has a ton of style. The voicing given to the dialogue is very entertaining, the male voice is especially well done. The visuals are very quirky and unique, and they were entertaining to watch. The music was very groovy.

I think there was a LOT of dialogue compared to the amount of levels/gameplay there was. I also found the way the camera flips back and forth based on what direction you are moving very disorienting, i would prefer to stay more centered in the screen, or stay where i was before on the screen (if that makes sense)

Very well done! Solid submission

the production on the some of the moments in the story are really well done, and i was invested to survive. the writing was funny enough as well!

I do thing the game loop became a bit repetitive, but the experience was short so that is okay. I wish I could have seen the Abomination :D

thank you so much for the thoughtful comments, that was very kind :D

I think the damage inconsistency you were seeing is actually a feature we didn't have a chance to flesh out very much. When you reload, you get a random assortment of the fingers you have picked up. Right now there are only Bone and Human fingers, and Bone type deals much less damage. This definitely could have been better explained. Thanks again!

Thank you so much for playing, we are glad you enjoyed the silliness :D

Incredibly tight controls, consistently great art style, asks for a quick reaction time, fast game loop, retro vibes. What more could I ask for in a 2 week jam? I could play this for a while.

Extremely strong submission, great job.

The art and music are both very charming. And I was giggling as I played! 

However, I felt confused as to how to actually effectively deal damage. Eventually though, I figured out how to really get my hands going and I started having fun :D

hey there, thanks so much for playing!

the trick to wall running is to have the wall on your left or right side, and then press jump again in midair.

so you dont want to look AT the wall, but rather ALONG the wall :D

I think the style of the game is quite charming, and the mechanics are snappy! The sound fx are nice as well.

A problem I ran into a few times is when I would throw my arm passed a door, but miss a target, I could get soft locked. I think the music eventually gets a bit repetitive too.

I played the game to the end, it is a short and pleasant experience. Nice submission!

I think the style of the game is quite charming, and the mechanics are snappy! The sound fx are nice as well.

A problem I ran into a few times is when I would throw my arm passed a door, but miss a target, I could get soft locked. I think the music eventually gets a bit repetitive too.

I played the game to the end, it is a short and pleasant experience. Nice submission!

hey there! the trick is to have the wall on your left or right side, and then press jump again in midair.


so you dont want to look AT the wall, but rather ALONG the wall :D

I am so happy to hear that you enjoyed the puzzle elements of the combat.

We tried to create attack animations, but sadly ran out of time. We wanted them too :D We are going over lots of possibilities to improve feedback for the full release.

Oh by the way, we will be taking this game to a full release on Steam, so be on the lookout for that!

Thanks again!

Thank you so much for all the feedback, both here and in chat :D

We definitely plan to clarify things in the coming full release

also, thank you very much for your community service of providing graphs to all those who submitted jams, it really did help everyone understand what was happening.

Thanks so much for all the detailed feedback! This will absolutely be helpful, as we are planning to take this game to a full release :D

After you capture the cat, you can go back to the cellar for the final boss! Unfortunately there is a bug that prevents the event from triggering that causes the cat to lead you to that fight. Also the dialogue for the mom is indeed bugged, sadly. This is what she should have said:

"Clint, there you are! Were you down in that cellar the whole time? Well thanks for cleaning that up, but it is time for bed! We have a long trip in the morning. We are going to see your grandma and grandpa. The eclipse is going to be so exciting..."

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Thank you SO much for all the kind words, it really means a lot. I am so happy to hear that you were able to enjoy your experience despite some of the confusing bits :D

I will warn you, there is a bug after you capture the cat. You have to return to the cellar to fight the final boss. Also the ending dialogue is bugged. But hey, that's a game jam for ya!

I think you will be happy to hear that we are planning to take this game to a full Steam Release following the jam. Once judging concludes we will update with some bug fixes, and then more info soon to come... Stay tuned!

I am glad you were able to figure it out! I agree, that is good feedback. We will definitely add a flee mechanic to the full release :D

Thanks so much for playing!

Thank you so much for the kind words, this kind of feedback means the world to us.

I am glad you were able to enjoy the game despite the learning curves, and some of the bugs :D

I am glad you enjoyed the arrows pointing where you were walking. It was in the game from an early stage, and I couldn't tell if it was only debug or not. And then it kind of stuck around and we made it look nicer. But I agree I think it feels nice!

We hope you will check out the full release :D

I am glad you enjoyed the game!

The ending sequence had quite a few issues, we didnt have the opportunity to test it as much as what it needed.

We have gotten that feedback quite a bit about the cellar, we definitely will do better at making things that appear explorable, actually explorable in the future.

We are planning to take this game to full release :D Once the jam ends, we will post a patch based on the bugs found during the jam. Then, we plan to work to a larger demo to post on Steam. Finally, we will bring the game to a full release. That's the plan anywyays.

Thanks again for all the kind words. Enthusiasm like this motivates us to continue work on the project <3

First, thank you for the thoughtful feedback.

We definitely had room to better introduce the battle mechanics in the game. This is something we aim to improve in the full release.

You bring up several good points with the combat itself. I totally agree that higher stacks of residue not applying more capture damage is confusing. Many of these mechanics were developed quickly, and I think you spotted a few loose ends :D

Sorting the notes is an easy win, good idea.

There are a few different viable strategies for the dog. One approach I know works is using Purify, Whirlwind, and then Dig. Purify heals over time, whirlwind will apply additional stacks of air residue over time, and dig deals high earth damage to apply the resonance.

You have given loads of helpful feedback here, thank you.

Thank you for the kind words! We plan to continue development on this game :D

Thank you for such thoughtful words! The final dialogue should have been:

Clint, there you are! Were you down in that cellar the whole time? Well thanks for cleaning that up, but it is time for bed! We have a long trip in the morning. We are going to see your grandma and grandpa. The eclipse is going to be so exciting...

Thank you for such thoughtful words! The final dialogue should have been:

Clint, there you are! Were you down in that cellar the whole time? Well thanks for cleaning that up, but it is time for bed! We have a long trip in the morning. We are going to see your grandma and grandpa. The eclipse is going to be so exciting...

Lovely peaceful game.

In the tutorial stage, it would help if it re-explains if you interact with the thing again. Like after i get the bottle, before I fill it, if i interact with the table again it could remind me to go to the cauldron. I accidentally skipped the last line of dialogue.

The horizontal lines on the font make it less legible than if it was a flat color, it dazzles my eyes a bit.

When customers do not get what they want they just slide backwards out of the shop lol, rather than walking.

I think the game would benefit from some obstacles, or some mechanic to manage while carrying the items from station to station, as it gets a bit repetitive eventually.

Otherwise wonderful jam submission, I played it through to the end. I was afraid of what the shadow man would do to me if i didnt...

Thank you so much for playing so far! Yes unfortunately the cat final sequence did not trigger properly. After capturing the cat, the cat was supposed to lead you back to the cellar. This is where the final boss is after capturing the cat. If you go back to the cellar after catching the cat the final boss will be there, there is just nothing there to tell you that at the moment.

Awe thank you so much for the kind words! Yes I agree it can be a bit confusing after you have finished the worm battle, it is not immediately obvious what comes next.

Thank you so much for playing so far! Yes unfortunately the cat final sequence did not trigger properly. After capturing the cat, the cat was supposed to lead you back to the cellar. This is where the final boss is after capturing the cat. If you go back to the cellar after catching the cat the final boss will be there, there is just nothing there to tell you that at the moment.

Thank you! I agree with you about the tutorial, I am glad you enjoyed it :D

I'm glad you liked it! Thank you!

Thank you for the kind words :D

Hey thanks for playing! Right now the way to "win" is by capturing everything, yes. There is a bug where after capturing the cat, it does not lead you back to the cellar as intended. But that is where the final boss fight happens :D

I agree, in the full release we plan to do several different progression paths.

This game is so charming! I really enjoyed the little music, character designs, and dialogue. It was all incidental but still gave a lot of charm to the game.

The drinks also looked so delicious haha! It was unclear to me how the shadow theme ties in, unless it is related to the mimic, or I did not make it far enough.

Either way, beautiful art and well don!

The battle design for this game is awesome! Unfortunately, I was not able to progress beyond the locked door. Every time I would approach what I assume is the key, I would get teleported back to the beginning of the hallway for seemingly no reason. I ended up just hanging out waiting for more battles to happen, which I did enjoy. I could feel myself getting faster at the battling, and I could totally see some really intense battles with dodging and longer combos.

I felt like I didnt really need to dodge in any of the fights I encountered, but that may be because I was stuck at the beginning.

Either way, great concept, and if I was missing something please let me know!

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This is an interesting mechanic for a game! and the little guy is so cute :D I like the sounds as well, so good job there.

It wasn't immediately clear that I needed to press Space to advance the dialogue.

For the combat, I actually was enjoying extinguishing the shadows. But the enemies piled up SO fast. I don't know if I was missing a mechanic to finish the ritual, but I was protecting the lamp after lighting it and the enemies never slowed down. Reading the comments now I see others have progressed, so I am going to give it another go.


UPDATE:

There are multiple lamps to light! After getting triple shot I see the progression, nice work! I'd say the second level is a bit dark, but still very cool

This was creative! Fun and easily-accessible puzzle game. I wish there was a bit of music, but otherwise this game was fun! I was sadly defeated by I'm Sorry, I could not figure out how to get the purple beacon lit up.

Good work!

Hey thanks for playing! I totally agree we need to improve the tutorial, there are plans in the works already :D

If you want to give it another go, you only start with the stick. This is a 1 Earth move. So to beat the worm, you use stick until you are out of AP, end your turn, and repeat.

From there, maybe the story can guide you along further :D

Thank you very much :)