I am not exactly sure what would be the best way to implement it but something related to the collisions or creating an invisible sphere around objects attached to them are probably some viable ways to fix the issue. Thanks for the experience!
jeageroni
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The art style is great but I feel like there are too many camera angles and with tank controls it's almost impossible to where you want to without an issue. It is a major problem that happens throughout because of the sheer number of the camera angles. The fix would be to either remove the tank controls in favor of modern survival horror controls or to make the scenes wider with more space so that the cameras don't go crazy.
I think there should have another danger besides the getting noticed one. I saw little stones pop up from the ground for a short period from time to time. Although I sent hooks many times I didn't manage to interact with them. I think this game flourish with more threats/ways that enemies interact with you. Think of the Hungy Shark games for mobile, with these types of games I feel like the majority of the cruch is the ability to crush enemies that you couldn't even dream of approaching when you were small. These would be my thoughts about the game but obviously this is a game jam and time is of the essence! So don't worry about it, a lot of features get scrapped all the time, it is the experience we gain that matters! Life is a roguelike with progression after all!
This is by far the most creative game I played yet for this jam! AMAZING ideas, good music, GREAT art and responsive controls. Thank you for the experience it was really fun and it was one of the few games I beat without issues in this jam yet! One thing I thought about during my playtime was "I wish this was on mobile so that the game could also use vertical/horizontal screen settings for even more crazy puzzles!"
the sounds feel crips, the music for the boss arena feels thrilling too! Major issue is that the level is designed like a labyrinth so it's really hard to find your way around. Also controls were really hard/sensitive when you turn into a mech with a flail for a tail. The visuals were lacking in variety. I also wish enemies had more variety in their attacks. Other than that the gameplay felt solid.
Music is geniunely amazing and this is coming from a musician, you should definitely upload it somewhere. SFX is also great. The game is difficult but it feels responsive in most areas except for climb jumping. The ability to plant these platform while playing the game would make it a lot better in my opinion. Visuals could be better but they do their job well.
The bosses are well designed! The boss attacks reminded me a lot of the Furi and Terraria boss battles. I think a more hype/synthwave track such as in Furi would fit right in with this game. I think the art could be more worked on/clear and I think the difficulty spikes a little too fast from second to third boss. It also feels a lot like those classic shmup games I wish it had more attack options/powerups gained from killing bosses just like in those type of games though. Overall enjoyable experience, well done!
When the theme was first announced I thought a lot of devs would do a Shadow of the Collosus mixup but I was wrong! The concept this game has is very cool but I think it would benefit greatly from more movement mechanics such as grappling hooks from arms to legs. great as a concept game, wish it was a little longer/more challenging.
I am a huge fan of the PSX shaders personally and this is one of my favourite entries looks-wise! It reminds me so much of Paratopic and I always wanted to create a game like Paratopic. Music and sound are also extremely well done and the game is one of my favourites for the jam in that regard too. The only issue I have is that the measurement thing feels clunky an that just made me want to explore and talk to the NPCs while enjoying the immersive scenes. With improved, more interactive gameplay I think this game would fare well in Steam!