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Autumn Chiu

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A member registered Mar 10, 2022 · View creator page →

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i think it’s kind of clunky to have jump height tied to character velocity. made it really hard to platform

controls were confusing. why do i use shift to pick up a fish, left click to pick up the cleaver, right click to angle the cleaver, and space to swing the cleaver? i feel like it could’ve just been left click to pick up and use everything

amazing game! would love to see more puzzles!

collision made the game really hard to play

great base for a game, would love to see some puzzle design around the mechanic

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good game! i liked. just wish there were more of it :)

got stuck by the camera moving off of the map. the gameplay i did get to wasn’t half bad

got stuck on the level with a lot of trampolines and three ghosts. couldn’t find a gap in their movement to get the shooting power up

couldn’t get past second level, timing with the spider was too tight. good concept, wish i could’ve played more of it

got stuck on the part with the moving platform. not sure if/how to make that jump

hi! so glad you enjoyed it :) yes, it is intentional that only one power-up triggers at a time, for balance reasons. i want to make a version where power-ups stack, but it would require me to re-scale and re-tune all the numbers.

a hint for strategy: you only get 2 extra moves per level, and each level multiplies the score by 11, so to be “sustainable” you either need more extra moves or a way to score more than 11x in 2-3 moves. just going 2x every move usually isn’t quite enough~

thanks for playing! if there’s enough interest, i’d love to turn this into a full game :DD

super laggy on my computer, not sure what happened

very cool concept, wish it was a little clearer how gnomes interact with buildings or how to make money faster. would love to see a fully fleshed out version

that’s intentional! only one power-up can be activated at a time

Interesting concept with enemies turning into platforms. However, since the enemies don’t respawn, if you shoot them in the wrong place, you can softlock the level.

favorite game i’ve tried so far

good hints, gave enough info without spoiling the puzzles

it’s unclear when you can and can’t change forms; having those two areas be visually distinct would help a lot. other than that, neat concept

Because of the growing and shrinking, the balloon dog can’t fit through small gaps while growing/in balloon mode. Because of this, I can’t go back up through narrow passages and can’t finish exploring the map.

no problem! just letting you know :)

for the first three brothers level, instructions say make Green the smallest, but it should be Red.

nice!!

Very cute and pleasant experience~ I can tell it comes from a place of genuine warmth and heartbreak. I assume the “No” ending is the canonical/autobiographic one, so I send you well wishes and hope everything turned out the best for you :)

The idea of the leftover words telling their own story is really powerful—I’d love to see this concept fleshed out in a full release.

:)

thanks, glad you enjoyed it! :)

Two notes for now:

  • The text at the bottom of the screen gets cut off when the screen is full—please fix it so that I can read text as it appears.
  • The text character rate is kind of low for such a writing-heavy game.

Once the two above are fixed, I’d love to come back and try again :)

A cute, short game with a good vision behind it.

Stuff I liked:

  • The character details were pretty good. A little bit off-the-shelf/generic, but they’re functional and effective.
  • I liked the ending with a static image for the explosion rather than an animation. Whether it came from artistic vision or technical limitation, I think it’s an interesting experiment with time and space.

Feedback:

  • Voice direction/emoting was iffy. The narrator sounded like a businessman on vacation, not the haunted sole survivor of the apocalypse. I understand that good voice acting is generally expensive, time-consuming, or both, which is why in this case, I actually think no voice acting at all would’ve been fine—I think I’d rather play a game with no voice acting than bad voice acting.
  • Instead of walking over points to get narration, I think having interactable points would’ve been better. Some lines would get unexpectedly cut off if I was walking forward too quickly. Not a dealbreaker, but it does feel bad.
  • The walking animation was… definitely something. Honestly I thought it was kind of endearing and funny, because I know how hard it is to get walk cycles right. Also not a dealbreaker, but I’d be remiss not to point it out.

Overall: the vision is good, some details with the execution could use ironing out. I’m not giving extensive feedback on the writing bc it’d be kind of long, but it’s worth a second pass if you have time. Not a bad experience overall!

For sure! The balance of representing reality vs. making the game intuitive to play is tricky to get right. You made a good effort here :)

What’s the password? Or is it locked until the game releases properly

Reasonably well-written, although there are a few grammar errors (missing commas; there should be no spaces before ?s). Very short, but evocative in its own way. I’d play a longer version that spends more time setting the scene and developing the characters.

I didn’t have a great experience with this game. Some notes:

  • The game actually wouldn’t load on my computer at first, and I had an error message saying I was out of VRAM. I had to go into the config files and turn the game resolution quality down by hand to get it to run. (Saved > Config > Windows > GameUserSettings.ini, if you’re wondering.)
  • While I understand the vision of having clunky controls to represent the wheelchair movement, I think the way it was implemented was not ideal. For one, only being able to look up and down doesn’t feel right, since even a wheelchair user can turn their head or move their eyes. A/D turning being reversed was counterintuitive, and holding both to move forward instead of W was VERY counterintuitive. I think that A/D for left/right turning, W for forward, and limited horizontal mouse look would have improved the game significantly.
  • The voiceover was far too quiet and muffled; I could barely make it out and figure out what I was supposed to do, but it was a struggle. Subtitles might’ve helped.
  • The feedback for when you’ve “accomplished” a task successfully is hard to read. The window was ok, but the bathroom and pills I had trouble understanding what was going on.

Cute game! The humor was pretty on point, and I think the world and quest design were well executed. I’m marking it down pretty severely because as far as I can tell, the game doesn’t have a proper ending; at some point you get dropped back into the temple, told to wait a bit, and nothing happens after that. If there’s more gameplay afterwards to reach an actual conclusion, I’ll change my rating accordingly, although if I have to ask what to do next, that doesn’t reflect well on the design.

If it’s supposed to be a joke ending, I think it’s poorly executed because there’s no hint to the player that this is, in fact, the ending. The game tutorializes at the very beginning that you’re not actually meant to stand in the temple and wait, there’s actual gameplay elsewhere for you to find; to put the player in the same situation but then not have gameplay elsewhere seems kind of like a rug pull. It’s a shame because I was enjoying the game up to that point, but I think the lack of an ending kind of kills it for me.

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We used pre-existing art

??

Was fun tho! could see myself playing more levels

thanks for the feedback! my team chose to put their time and assets towards this version instead haha, i would’ve liked to have some sprites too… but glad you enjoyed!

There are ways to figure it out, if you spend enough time with it :)