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JC Sirron

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A member registered Aug 28, 2016 · View creator page →

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I get the desire to be put in the action, but you still need to give the player a way to exit your game.  It can be diegetic (like quitting the game is literally an exit in the game), but it still needs to be there.  Asking the player to Alt-F4 to quit the game is a bit much.  If you want to make sure the player isn't getting an advantage while paused, you can keep the game running in the background while they're on the menu.  If you keep the game running while in menus, make it obvious to the player.

As for the controls, I'm not quite sure.  I think if you put the fire onto the trigger, it'll be more inline with twin stick shooters.  That would certainly open up the thumb to focus on the camera.  Another option would be to put pan left/pan right on the shoulder buttons.  That's more in line with old 3D games.  I'd play around with the controls and find that sweet spot where you're not overloading one thumb.

Thanks for the feedback!  I didn't try repairing in an empty bay.  That'll be fixed in the next version.

I'm looking  forward to polishing features and adding sounds to get the vibe right for this game.

Thanks!  I'm glad the world intrigues you.  I wanted to put more focus on the mechs, but ran out of time.  It's been an idea that I've been wanting to make for a while.  I'm hoping that I'll be able to focus on adding more to the mech side of the game in the coming months!

I understand the "scary prompt" windows and anti-virus programs throw, but you're right, it does hurt getting people to try out my games.  I've been spending some time between jams to try figure out making a web version of the game.  I think that would help encourage trying it out.

This is a promising prototype.  I would make the "up" tiles in the underground sections more obvious, since they're only slightly lighter than the traversable tiles around them.  I like the idea of digging down and exploring like a little robotic dwarf.  If you put effects to make mining more obvious, I feel like you'll be onto something here!

I like the Battle Network style combat in this game!  I think you used appropriate music that complemented the artwork in your game.  I would consider turning run into a toggle instead of a button press, though.  I could see this game needing a fair amount of travel between battles and that would be a nice quality of life change for this game.  I'm excited to see where you take it in month two of the jam!

The what I'm assuming is the main character looks good.  It appears that you have movement down and animation working.  I wonder where you're going to go with this from here.

I like the idea of this game, but it may be more clear if you show the player's avatar on the area they are in the card runner.  From what I could tell, this game relies almost entirely on chance when you select Top, Middle, or Bottom.  If you had the avatar at the far left, it would give the player the option to "see" what's coming and minimize the roulette feeling it has now.  I did appreciate the instructions, as they helped get me on the same page as the game.  I think this game has potential, especially when animations are put in and make it more clear in what's going on in this game.  I'm excited to see where you take it from here!

I like how much you put into this first month!  You've gone through and set up enough of the world to be compelling, but not so much of it it's overwhelming.  The goblin quest is long enough to give a taste of what you're planning for next.  I did run into a soft-lock that prevented me from finishing the quest, though.  If you do a long rest in the goblin forest, you'll be taken to the camp screen that doesn't seem to allow you to move beyond that.  I'm intrigued where you take this game from here!

Interesting start to a story-heavy RPG.  I was glad to see it had a crescendo to it with a battle.  I'm interested to see where you take it from here. The lighting in the castle town approach was a bit too bright, but that's just a personal preference in how snow is portrayed.  I'm intrigued with how you will continue on with this story.

I like the premise of this game!  Breaking each month into it's own "door" is a clever way to make sure you're focused on what's new versus what's already done.  I think it played relatively decently for what's here.  If you do decide to work on it further, I'd be interested to see if you carry over the named characters, Mario Party style.  That would be a cool touch.

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Interesting set up for a game!  It took me a bit to get a feel for the movement, and I'm not sure that I gelled with it, but it certainly stood out.  I would add some effect if you are attacking to better signal you action had an effect, but otherwise I love how this looked.

Holy difficulty batman!  It's been a while since I've done a Guitar Hero game, so I'm a bit rusty.  I think this is an interesting idea to center an RPG around, but you may want to start with a simpler (read: fewer key presses per second) song to introduce the players to.  If you haven't done it, check out what most rhythm games start out with, difficulty wise.  Even when I was playing these sorts of games semi-regularly, I don't think I could've kept up with the demo song.

That being said, I really like the concept of what you're going for and hope that you'll keep working on this and tie the rhythm gameplay in with the  RPG elements.  I think it could be a fun combo to play through.

Interesting vibe with this game.  I really like the idea of literally expanding your world and growing fields of wheat in this.  I think the artwork and music worked well together, making for a cozy style game.  I'm excited to see what you do with this in the coming months!

I love the intro to this game!  It gave me a great laugh.  I didn't really understand the combat mechanic, but I feel like it'll be an easier game when I figure that out.  I did enjoy the use of audio in your game, too.  I didn't get a crash, but it felt unresponsive occasionally when I went through the menus.

I thoroughly enjoyed the humor you injected into the game and look forward to seeing what you do with it moving forward!

This entry has good ambiance and a decent explanation of what you envision for the future of  it.  I wanted to be closer to Pablo, but if it's going to be a click to move, then the distance from the player's character is appropriate.   Without having more to work with, I can't say much more about my impressions of it.  I do look forward to see what you come up with in future jam entries for this game!

I liked the initial feeling of the game.  I found the camera a bit annoying, with it not following you at all.  That meant I was multitasking and having to wrangle the camera while trying to hit the enemies.  I did run into a bug at the traitor battle where I couldn't attack, which soft-locked me.  Having a menu button on the controller interface would help, too.  I really liked this quick slice of your game!

Interesting start to a game!  What's here is interesting, even if there's not strictly a "game", yet.  For some reason, I kept trying to use my mouse to navigate, but it doesn't appear that the mouse is currently supported.  I'm interested in seeing where you take this in the coming months!

This is very impressive!  I am floored by how much you've done with EFPSE and really made something different!  I just heard of the engine a couple of weeks ago, and your game frankly inspires me to work with the engine more.  Have you looked into using 3D decorations, or is that not within scope?  Please, please ignore that question if it blows scope up for you.

This looks great and everything complements everything else!  Great work with such a limited palette!

I'm always a fan of FTL style games.  I think there are a number of ways you could take this game, if you were actually building it.  The artwork is clear and easy to read at a glance, which means you could do some reaction-based mechanics, too.

This could be a pretty interesting world to play in!  I think the art style you chose works for a variety of RPG styles narratively, from dark to gallows humor.

This looks great!  I can see a game like this focusing on some futuristic/chuthuluian hybrid.  Great work!

The colors and style work really well together.  I also like the premise of diving into children's dreams and trying to make the world a better place, no matter how small.

This looks like it could be part of a really intense metroidvania.  Super smooth animations, too!

This is impressive!  I love the premise of match-maker in a civil war.

I enjoy the mockup for another cyberpunk style game!  The UI is very clean and clear.  The characters also look amazing, too!

This looks pretty good!  I think the premise would have opportunities for some pretty tense gameplay.

This looks great, and it appears that you have the mechanics well thought out and integrated into the design already.  Great work!

A pub-crawl and brawl sounds absolutely amazing!  Especially if you ended up making a co-op mode of some sort.  This looks super impressive!

I love the pixel art space western concept!  It's very reminiscent of something like a noir/western RPG.

This looks like a really promising start of a game!  I think a turn-based pirate game that looks like would be amazing!

Thanks!  I was aiming to have a game where you can really dig in and lose yourself in the world.  I'm not sure my coder art does the idea justice, though!

I like the aesthetic you chose for this game!  Do you envision this game being a text-based, or would there be different mechanics to it?

Add on question:  Are Cover Images included with that limit?

This was a fun little game!  I enjoyed having to kite humans as I recycled their houses into material to shoot at them.  Wow, that was an odd sentence to write.  Good work!

This was a melodic game.  I liked it a lot.  The puzzles were about on par with the decision making time limitation.  The music you used was perfect for the half second time thing, but I think it may have started wandering out of sync with the movement beats after a while.  Great work!

This game give me respect for the hard working pinball.  I found aiming almost a fools errand, especially if I hit an asteroid at an odd angle.  The narrative was fun and light-hearted, but the spinning out of control when you bounced off something lost it's humor about halfway through.  I found myself getting tense towards the end whenever I got close, but couldn't hit my target.  It's a fun game, but the movement needs to be slowed down or the bumps need to be less chaotic.  

This game was... strange.  I loved the baddies.  They were just bizarre.  A banana that throws smaller bananas at you?  And with all these things throwing stuff at you and all you have is some weak kung-fu action.  Capping it off was the head continually getting ripped off after you die and get hit again was what really sealed it for me, though.  I'm not sure what to think about Garbage Man, but it definitely is memorable!

This game was challenging!  The amount of blind jumps was definitely frustrating, especially without points of reference while in the air.  I think this could be alleviated if there was a background or something that indicated how far the mouse has moved horizontally.  That being said, it was definitely polished and looks great!

This is an interesting premise.  It would be nice to see all the props that you're looking for, maybe as a work order or something.  Good work!