This was super duper cool, the story was intriguing and the audio actually gave me chills sometimes. I wish I could've completed it, but I can't figure out how to get past the tracking drones! I did manage to cheese them the first time by climbing up the mountain walls and walking along the sheer vertical surface, where they didn't catch me despite seeming to look directly at me, but even then I think I skipped something since the story went from "Evil covered everything in snow" to "with a click, Neuro replaced Evil Neuro" which seemed to jump over important context.
Iodachi
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I think this game has a lot of potential, I like the shifting rooms and that mechanic can definitely be improved further, and a roguelike where all enemies are insta-killed is neat. The game balance was pretty off though, the mosquitos moved too quickly and erratically to reliably dodge, and the player has so much health that there isn't much point in trying. If you made the mosquitos move in more understandable patterns and reduced the player's max health, and perhaps added more depth to the moving rooms puzzle element, I think it would be a lot of fun!
I meant that in a normal survivors-like, what upgrades are available to you are randomized when you level up, and in this game they're instead determined by what color lights you've picked up. However, what color light is dropped by enemies is still random, thus upgrades are still randomized, just when they get randomized is moved from "when player levels up" to "when enemy dies".
It's not technically the same since you could avoid picking up colors of light you don't want in your upgrade pool, but it is both difficult to pick up XP you want while avoiding XP you don't and also detrimental, since upgrading quicker is just better than cherry-picking upgrades.
I'd thought it'd be cool if there was a way to better specify what color light gets dropped by enemies, but thinking about it now, I can't really come up with a way that wouldn't be more clunky than it's worth (such as them changing color over time, interacting with your center crystal sets what color is dropped, or color getting determined by the enemy's distance from player upon death). Additionally, a big draw for games like this is choosing from options you wouldn't normally pick, forcing you out of your comfort build and adapting into something new.
I hope this overly verbose way of saying "ignore me, I don't know what I'm talking about" was at least insightful, if probably not helpful, and good luck with the project!
To anyone else playing, make sure to use the interpreter at https://bf-interpreter.vercel.app/ as the creator uses developer tools in the code that isn't used in other interpreters, so it won't run properly on just any website.
As for the puzzle, my brain is not f*** enough to even find the hidden file, but I can appreciate a cool project for the sake of cool projects!
In most stealth games I played, I either snuck everywhere or didn't bother sneaking at all. In this one though, I found myself switching between run, walk, and sneak quite often! My biggest complaint would be the control scheme, since the number keys use the same hand as the one for movement and that made it hard to pull out abilities in a tough spot.
It also wasn't very clear where to go to find the memories. This normally wouldn't be a big deal, but in a game like this where you sacrifice movement speed for tangible benefit, knowing I could be wasting time going in a wrong direction was that much more frustrating.
Overall, I found it very fun despite the difficulty (I only managed to make it up to three memories, and that was after several tries), since most deaths felt like I could've avoided them if I'd played better. Solid game, only bug I found was talking to turtle before finding the first memory crashes the game.
I normally prefer to have the goals of puzzles clearly defined, but genuinely enjoyed puzzling out what things were and what I was supposed to do. Though once I figured out what everything did and how they worked together, the actual gameplay was pretty boring. The scene and style were great though, and all the doodads were very neat
Very neat aesthetic, but it was unfortunately very buggy. I think I softlocked myself after the guy turned in a yellow book, since the next person showed up then left without saying anything, and nobody else showed up afterwards. It was probably some button I pressed that sent them away, but I can't remember which; the controls were pretty confusing so I tended to just press everything and hoped it did the job
Not used to actually thinking during JRPGs tbh, so Evil Vedal caught me off guard! Was a fun challenge once I started paying attention, though I'm still pretty unsure the specifics of the various abilities. Mostly just spammed Roast and chugged rum, with Cat Cuteness thrown in from time to time and Cave Talk whenever he broke confusion
It took me nearly half an hour, but I got all the toodles and stars!
Oh.
In seriousness though, I really, really like this game, and the simplistic artstyle matched the flowstate it put me in. I would highly recommend turtle save points though, and have dead/lost turtles go to the nearest one instead of all the way back to their spawns. It was pretty frustrating having to slowly make my way throughout the whole map recollecting turtles, especially when I died and had to recollect all of them. I'd also recommend making the spikes stand out more, especially the singular ones. Some up against walls looked more like slopes than spikes
The ASCII art was very unique, and the idea was interesting, but plain random chance made it a very dull experience for me. I played for five minutes and only a single message needed to be censored the entire time, since Evil always changed her mind about censorship before any messages of that type appeared. The game would probably work better if it only re-allowed messages if there was at least two un-allowed message types, so there's always something for the player to look out for. Speeding up the time between Evil's sentence changes would probably also make the game more engaging
A truly elegant concept, and I love that it's literally the player doing the losing and finding, rather that the theme being a simple story beat! Letting the player place the cards, but limiting where they can place, really works for a memory game. I'm sad to admit that six to thirteen cards was too much of a jump in difficulty for my smooth brain though, a difficulty in between would've been nice
Took me until near the end before I understood the intricacies of how the swapping and teleporting worked, and I couldn't figure out what to do after I got the knife even after I read another comment about orbs. It wasn't until I just happened to wander back to the start and saw the orb there that I remembered it existed. Walking around, getting teleported unintentionally, and losing my orbs ended up being too tedious for me to complete it.
The mechanics have a lot of potential for sure, but they're not yet clear and concise enough, and the game could use more quality-of-life I think. However, the sprites. ambience, music, and sounds are all great, and definitely encouraged me to keep trying longer than I probably would have otherwise!
The sprites are cute, but the gameplay is a bit frustrating. It starts off too fast, and the check for if you fell is tied to the music loop, so you have to wait for it to finish if you die quickly or soon after it loops. I sadly spent too much time respawning to get a handle on the interesting quickfall mechanic
The scene is very cool with the colorful and atmospheric lighting (other than the flashlight pointing the wrong way and being too narrow), cute models, and layout, but I couldn't figure out how to pickup cookies. I got into the trash can, but colliding with the cookie and pressing buttons didn't seem to do anything. It's a shame it seems unplayable, but that's how the game jam cookie crumbles sometimes. Good try!
The twists and turns did a great job making me feel like I was lost without me ever actually getting lost, and I normally have a tough time gauging jump distance in 3d games but I was able to consistently land jumps from the start!
I also ended up getting the ice cream and releasing Neuro before going back to get the fifth lever, so her chasing me the entire time was an enjoyable additional thrill
There was a momentary feeling of fear and fascination when the final upgrade was "Show Hidden Places" and I realized I might have to comb through the entire maze again lol
Fortunately you weren't so sadistic, and great job on your first unity project! You're certainly braver than I am to show your beginning attempt to others like this
The rope mechanic was excellent, though I did keep expecting it to have less gravity than it did. Got to drag drones out of the base of the tower when they piled up, and somehow managed to tie a drone to a wall using a dead clone, which was extra cool to swing around from. Made me wish there were more dynamic things to hook onto!
I couldn't figure out how to finish it sadly. I climbed the tower, submitted the copy, got ambushed by a couple drones when I tried to gain my freedom, but after killing them and going back to neuro nothing seemed to happen. Could also softlock myself by climbing out of the map, but it was obvious enough that I was going the wrong way that it wasn't a big a deal for a jam game lol
Very impressive to make a multiplayer game during a jam, and a very cool game too! It does get a little same-y after a bit though, I would recommend having the brick sources move to random places of the map during the hunting phase and make builders have to change up which build site they drop the bricks off at so there's more reason to move around
A straightforward platformer with cute graphics and soundtrack, and the player felt easy to move and the right amount of floaty. The text was nicely informative and felt more like a conversation than a tutorial! Dying did feel overly punishing without save points so I couldn't make it past the fires, especially since going through the portals was very finicky with them so close to the edge/hazards. Fortunately both problems are ones easily fixable once the jam is over!
Very difficult to make well balanced puzzles in such a short time, but I think you nailed it here! They got progressively more difficult, but I was never on a single puzzle long enough to start doubting my ability to complete it. Also definitely didn't expect how motivating the story was for trying to beat the game asap
Are you supposed to only be able to jump one block high? Even with double jump, that's still only two blocks, not even enough to get past the cardboard box enemy without taking damage. Then when I got to the trampoline it boosted me halfway up the wall, but double jump wasn't enough to get over the rest. That and with the flying enemies/floating platforms at the beginning that were entirely irrelevant due to how far up they were, it felt like the game was designed with a much taller jump in mind
Very cool game! The movement system was slick and the world was atmospheric. The dynamic audio really did wonders. Could probably do with being more difficult, the only times I died were because I stopped paying attention rather than a need to improve, even before upgrades.
The flight seemed pretty irrelevant compared to the other upgrades, it just started so much slower and the flight orbs weren't common enough to be worth choosing them. I also think the + bonus to particular upgrade options was pretty unbalanced, it was always choose whichever had the most plus signs (other the the aforementioned flight), so the only choices were when there were no bonuses or equal bonuses between several options.
Overall though I really enjoyed it, you did an excellent job!
I liked the use of the physics system for storing items in the backpack, and it's cool that option doesn't even come up until after you equip the backpack! I assume the other equip-ables were meant to have cool things like that too given time to implement and/or bugfix. Lot's of potential, unfortunate you couldn't make it playable in time
Unfortunately couldn't beat it despite multiple attempts, since none of the options against Veetle (I think that's the bridge guard's name) worked except fight, and I kept low rolling and dying even with 20 strength. The higher-lower buttons caused the screen to black out. Looked very neat though, and I'm sure some bug fixes after the jam would make it quite fun!
Very cute game, the pixel art was great and the sound effects worked well with it! The background bookcases did look a bit like walls (though starting in an area surrounded by them made it clear enough that they weren't) and the controls were difficult to get used to, but overall I enjoyed it and collected all the memories
Having a survivors-like where you have to protect something from the enemies is a very cool idea, and I like how the upgrades are themed around what color light you pick up, though it ends up pretty irrelevant since the light colors are random anyway. Unfortunately, it doesn't feel like it fit the theme much to me, what with the enemies bringing the supposedly lost light directly to you. It was also very hard to play and read the intro at the same time