Cool game! Art and music both really good. I think it could have benefited from more linear design, at least at the start. Got a bit confused with a puzzle that seemingly could be solved but actually couldn't without the shrimp guy.
Good job tho!
Ty for playing and for your feedback! I actually had the same thought about the hurtbox after development. I had gone and played some isometric games I enjoyed trying to find why they feel a bit better than what we ended up with, and the hurtbox was the first thing I noticed. In those games (V Rising, Death Must Die, Battlerite) I noticed the player being more "square" in the center of the screen. I think if the development continues, this will definitely be something worth fixing!
Thank you again for your feedback!
Thank you for enjoying the game! I will say, you are 100% able to "orb-walk" the boss rather than just trade damage. The E also has i-frames while you're in the air, though I understand this is not directly conveyed. Tooltips were planned but I just never got around to it.
I agree, SFX would have been a huge boon. Their absence was a result of the team size restriction.
Thank you again for playing our game and for your feedback!
We tried to give the player some dodge options through the Q and E abilities (the E disables your hitbox while you're in the air), but I realize it wasn't really conveyed.
We had plans for more abilities, but just didn't have time to add them (one was in fact a dodge roll).
Thank you so much for playing out game!
A neat concept that in my opinion wasn't really explored enough. The gameplay is incredibly simple (The map being a '+' shape allowed me to just stand in a spot and spam in both directions). The transition art and the hub art are really good. The time swapping mechanic felt jarring, especially with the volume of the music/SFX.
Overall a neat concept but could use some work, maybe a genre change even.
An interesting concept but a glaring issue popped up for me where swapping colors never felt all that meaningful when attacks were consistently comprised of overlapping mixes of the two colors, making it so I took damage unless I just dodged them anyways. Being forced to shoot with F instead of being some sort of mouse input also makes the game harder in a way that feels unfair.
A cool concept though for sure!
Yes, there is discord server for the jam located here: https://discord.gg/jSjUHGHjuH (taken straight from the jam page)
Honestly when I started playing I noted how clean the controls were, and then when I saw it was your first game I was all the more surprised!
Well done, a very good first project! A bit loose on the theme, but the theme is very vague even for a gamejam so that's understandable.
Feel free to reach out to me on Discord (I posted my game in the game-sharing channel yesterday) as I have some resources compiled for new Godot developers and always enjoy sharing them!
While the idea seems obvious, the execution is quite interesting. The first 5 puzzles make good use of exploring the concept in a way that allows the player to begin getting a bit of a grasp on the game.
However, the difficulty curve of this game is extremely steep. Making a puzzle game myself, I realize that puzzles are quite difficult to design (especially in a week), but interactions should be more gradually introduced. Once I hit level 6 I felt like I just hit a brick wall. I still can't even beat it (is it even possible?).
Additionally, it's not very intuitive which character does what. While they are opposite colors, there isn't really any basis to go off as to which is meant to be the "opposite." Though by level 5 I felt more comfortable, it made the first few levels difficult to enjoy as it felt more unfair because of it.
Overall great use of the theme, and a good starting place for a game. Would benefit greatly from some more intuitive designs and maybe a hint system.
Interesting concept and creative use of the theme! I loved the character designs and the speech noise. The 3D models are very well made, though there is some weird depth draw/culling stuff going on with the bushes.
My biggest complaint would be the endlessly looping music, definitely could have stood to be slightly longer (though this is minor due to the overall length of the game).
Overall enjoyable, yet very simple! Well done!
Thank you and yes it was inspired by the Lethal Company vid! I even render at the same resolution and upscale in order to get a similar vibe.
I agree the gameplay's difficulty was definitely a point of struggle to get right, I think making the enemies "smarter" would help improve this but I'm not sure.
Thank you so much for your feedback and for playing my game!
Oh my gosh please continue the development of this. I can see this becoming an AMAZING speed game! The movement is clean, the feedback is incredible, everything has such perfect weight and "oomf" to it! The visuals are gorgeous as well! Phenominal work!
My only critique would be to give the player some way to reload the weapon on their own, or even just a delay so he doesn't sit with one shot left forever.