He's busy with worse games :(
K.c.dignan
Creator of
Recent community posts
Hello!
Thanks for playing! Did you press "E" to continue through the conversation or did the game totally crash?
We do have skipping with "E" - just not the first conversation - for every other it's available.
I agree with the block key - it should be something different. :D
Not sure about the flight mechanics with block, we'll look into it!
Our plan is to still work on the project but not sure atm. :)
Thanks for the feedback!
Hey!
Thanks so much for the lovely comment. It's fantastic that you wanted to know more about the story - as a writer you always hope people care about your characters. Also, the comment about health returning was super important - we were focused on the narrative over making something hardcore in terms of combat, so I'm glad. If we do a full game, after comments like this, I think accessibility/difficulty options are gonna be at the front of our mind!
I wanted to say we loved Sprocket as well (me and my team are actually on Discord playing through - currently stuck with a fish, cable ties and a fence post). Great writing and music especially!
As itch.io doesn't have a message feature, I just wanted to say if you wanted to message on Discord - find it's always nice to have dev contacts working on similar games, my tag is K.C.Dignan#2993 and if not that's totally cool!
Great game and ambience. Some of the lines were very well written - with a potency and sadness - like how everything was designed with a purpose it couldn't fulfil anymore. Somewhat Shakespearian.
Some points would be that:
Some of the areas weren't clear - especially the area to the right of the bus, and I wish the controls were more contextual - like if I click on an area exit, even with "Talk" or "Use" it just assumes I wanna leave.
Other than that, cool puzzles, great dialogue, cool soundtrack, overall fantastic.
Absolutely great feeling game. It reminds me of Hades (or at least, how I felt playing it), especially with the dash. The health number right below the players and enemies, with the wall you can hide behind, leaving bombs... it's just a super tight gameplay loop. It just "clicks".
I'm not normally a fan of pixel graphics, but the way this worked, especially with the animations (like how the feet moved) so all worked, and the explosions.
Obviously SFX, story, etc etc need work, but man the gameplay is there.
Great job!
Hello :)
The aesthetics were really cohesive and the animation were good. I know a lot of people have said it, but the jumping and moving was really difficult - I think the game was made a lot harder by this.
The music was cool, backgrounds were nice with some good parallax.
Overall the game is a great start to something. :)
Hello!
I'll first say that I love the SFX usage, it actually adds so much impact and feel to the game, so some great choices there. The gameplay was okay - I got stuck on Level 2 in that I couldn't jump higher.
Was jumping on the robots intentional? I liked it, but normally touching enemies does damage so it took a while to figure out.
Lastly the dialogue was good (the intro dialogue) - it's a shame there wasn't more of it! :D
Great job!
Hello guys and gals!
First of all, I love the presentation - character movement feels great, especially swinging the mace-handbag thing. The writing is good, great use of word effects as well. There was some character talking about wasting their life sitting there and teaching people how to drop down - love it. The enemy and NPC designs are outstanding - very Deltarune.
In the build I played, there was no SFX or music - I am guessing this is one of those errors!
I also wasn't sure where to go - I felt like I explored everywhere - found the 'hungover' guy, but I couldn't reach anymore areas (did I need a double jump?) - otherwise had a fun time with it.
Also - all bosses are bad - all the time, so they deserve the torment. :D
Fantastic job!
thanks for the reply! I actually just played again, and I realised for me, the narrative is what I wanted to get to, maybe that’s why the minigames felt so long - also that they didn’t have a lose condition (I think?)
I’m glad you’ve all learnt a lot, that’s the best result from a jam, and I’ll say it’s clear that you’re all individual talented but clearly worked well as a team, as even with issues the game is cohesive. great job again! :)
Hello!
Really good jam entry - there were a lot of attentions to detail that I liked (like Captain Cooke not being understood by the player - I dunno if this was making a wider point about settlers + colonialism but I empathized with the villagers so that's good). I feel like maybe the amount of objects required for 2 of the minigames (so 20 coconuts, or idols worshipped) felt a hair too long.
The artstyle was obviously nice - the game had a lot of polish, with the cutscenes and transitions and narrative in days - if there were bugs I didn't find any. The music was immersive - really sold the vibe, and I'm glad it persisted through the scenes.
My last comment could be super personal/subjective, but I think your thumbnail doesn't sell the game at all - you've got a great name in Please The Gods, and I think just adding text would round out the image and provide some context, otherwise it may be skipped over - I personally sought this one out as I'd chatted with one of the devs on Discord - otherwise I may have not clicked (which would have been a shame!)
First of all it's got a great presentation, from the artstyle to the UI etc - everything from the sun and waves drawing to the background. I struggled quite a lot with the core game - I noticed on the game page you talked about the input sometimes being unresponsive, I had this issue, but I think even when it was working, it just took too long to start moving and was very slow. This may be intentional but it felt like some obstacles I just couldn't avoid. Conceptually, with flying acting different as you spend time closer to heat/water is great.
Aside from that, the transitions were great, and a lot of the tertiary stuff felt really polished - I hope you continue to work on this, great job!
Actually a nice little well designed puzzler - had the potential to be a lot more. You've put thematic elements (like the lightning) into a platform game, the mechanics were well polished. Some of the music was okay - some felt like it had a really weird dissonance (like, it was out of key with itself) - although maybe this was intention. Nice background art well, overall well done! I especially liked the last level with the double door puzzle, and played it to completion.
Nice little game - obviously the art style is great, I guess reminiscent of a wall painting from the time. My highscore was 136, which is a B (is this a B like school grades? What was the highest I could have gotten?) The procedural death hand generation works although, sometimes it feels unfair, like there is 2 in a row - you can dash into one, but before you can jump the other has already hit you. I think it could be improved if there was less wait time as you lean down to collect the water - maybe up the pace of the enemies so it was more frantic. Animations in generation were also well done.
Great job!
It's a cool concept! I don't think anxiety features enough in games, and this has it (with a tongue in cheek way) - so much that Ted didn't feel as useful, but maybe that was the point!
It definitely fits the theme great, and like others have said I think the controls could be fine tuned. Otherwise, great job!
gonna repeat what everyone else has said, but I fucking love the nexus idea of this game - I think with more presentation (especially audio), this would be something I'd pay a few dollars few. I think the enemies had too much health, and sometimes it wasn't clear what the buff was doing (like the guy who refilled ammo/energy looked like he was supposed to make you less sick? I dunno) but I kept compulsively playing it, so all I can say is 5 stars for originality and great job!
Good base idea! Having health and ammo combined is cool (maybe like Warlock's life tapping in WoW), but I didn't feel like I had to shoot - I think someone else mentioned you could avoid enemies given their pattern.
It's got a nice presentation - maybe the audio could have persisted through to the game from the menu?
Good job!
I love the way being dragged around feels! I only managed to get 10 as a hi-score. Lovely art style and music as well (something about the chord reminds me of I think Beast's Castle music from Kingdom Hearts).
It was initally confusing - I think I had to break the boxes for the soul like in the tutorial, but then it's on the boat - and I also thought the vases dotted around were the urns.
Other than that, super cool idea!