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jckelly

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A member registered Apr 02, 2021 · View creator page →

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I think the core loop is very fun! I enjoy how well the simple in-game economy works, and I think the life-simulation aspect of it works really well. 

I liked this a lot! The minimalist visuals are very compelling, and I appreciate how the game never explains itself and lets the user explore. Short, relaxing, and contemplative. 

Thanks for looking into it for me. That's a weird bug! The behavior you're describing sounds similar to a bug we ran into when refactoring that we solved by switching from using the portal's transform.position to using it's global_position instead. I'm wondering if somehow Godot on Librewolf isn't handling global_position correctly. I'm not at all familiar with the engine internals so I couldn't tell you. 

Anyway, thanks again. Excited to check out Forespend when I have some free time. 

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Hi, thanks for playing! Sorry about the bugs you ran into. Do you mind sharing what browser you're using for the game? We haven't been able to replicate this on our end so we're wondering if this might be a problem with Godot (the engine we used) and a specific browser. 

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Cool, I was able to check it out.  I liked the third level 6, and the story definitely got a more complete ending altogether. 

It would have definitely benefited from signposted better though. I chose "accept" the first time I played and didn't realize there were multiple paths. Then I thought I might get the third path by going reject => accept on the second loop through. I think I did do reject => reject before but I didn't realize when I was taken back to level 5 that I was in a new branch, I thought it was just taking me back to the same level 5 as before so I quit out.

 Anyway replaying the levels can be pretty tedious so I'd recommend making that looping structure more clear. It's very cool though, and it's not too far away from working pretty well. I think it just needs a bit more clarity. 

Some thoughts from my additional playthroughs:

- The movement can be pretty slow, which makes messing up feel more punishing then it needs to be. 

- I really like the way you put the puzzle elements on both sides in a way that looks almost symmetrical but  in a way that makes them behave differently. It's clever.

- It can be hard to see which tiles the diagonal lights hit. Maybe the grid could be a little more accentuated or the diagonal lights could illuminate less of the adjacent tiles? It's not a huge problem or anything but it was a frustrating way to have to restart.

- I did have the game crash once while answering the lying/misunderstanding question the second time. Wasn't able to replicate it but just thought you should know. 

Oh wow I didn't even realize there were multiple branches! The one I was talking about was the branch where you accuse Dora of lying. I liked it a lot;  it was complicated but in a way that felt very fair, which is always great in a puzzle. I also felt like it synthesized the all of the mechanics in a  satisfying way. 

I went back and played through again and found the level after the other dialogue option, but I'm curious how to unlock the third. It seems like there's something to do on the 5th level I'm not catching?

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I really like what you did here, even if it's a bit rough around the edges. The procedural map set up is really cool- it reminds me of Starfox 64 how the routes converge on the boss level at the end

The controls and combat could be  tighter but it sounds like from the other comments you know that. I wasn't able to test/iterate my game much before submitting either so I can relate big time. 

Great job on getting something so ambitious completed during the jam! It's definitely a promising foundation even if there's more work to do.

Wow, great job! It did take me a bit to get a handle on but you had some really effective puzzle designs. Level 6 in particular was fantastic. The blueprint/schematic visuals worked really well, and making the itch.io page the same color was a nice touch.