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KDeveloper
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The game is very fun, I love the ideas, I love the sound effects and the music, I love how unique it is, but the one thing i don't love is how the movement feels so slippery. The player has barely any control over the cube, with the most snappy movement being using the little circle tool, but that is a limited resource that is automatically placed twice when you press right click and doesn't always work in your favor. I loved the game but the fundamental slipperiness of the movement made the experience quite frustrating (also why do all objects get placed twice per right click?)
Oh hey, a game about a wizard that can manipulate gravity and is made in godot? i think i've heard that somewhere before (i made a wizard game too lol)
In all seriousness though, i love the art! and the gameplay is actually really fun, i just wish there was more of it. Also having a main menu would be really nice, or at least starting the game in full-screen because i kept clicking off the window and ruining it.
Another feature i'd like to see added would be a button to restart the whole game, not just your position.
Overall pretty good game! my PB is 13.499
Great game! I really like the concept but i think the game is way too hard, the planet's themselves are almost as big as their gravity radius, and with how fast you're moving it's impossible to enter a gravity radius and not instantly die unless you have lightning fast reaction speed, and moving slower is kinda boring.
I also really like the sound effects you used and the gorgeous art style!
Also, i believe the game you made is a scorerunning game, not necessarily a speedrunning game (as it is seemingly an auto-scroller)
Very nice game! I really love the almost wire-frame-like style you're going for! The mechanics are also very interesting, though i've had a few issues with the implementation.
What i think you did really well:
The style: again, it's awesome, i love stuff the looks like old-school computer graphics without being incredibly low-poly.
The concept: shooting anomalies/glitches while running through a sort-of maze in a video game? That sounds like an episode plot from like Adventure Time or something (and i mean this as a compliment).
The mechanics: i really like the concept of having to think through when to actually shoot anomalies, at first it seems as if you have to shoot every single one, but actually it turns out that leaving out most of them is the correct play! I'd love this as a puzzle platformer, but going fast is very fun too!
What i think could be improved:
The music: i don't wanna sound rude, especially since you complimented my own music, but i would really appreciate having the option to turn off the music, or to have more variety. Generally it's a good idea to have a longer song with more repeating melodies than to have a shorter song with no repeating melodies
The physics: I actually liked a lot about the physics, the only things i found kinda weird were the gravity not applying when you're on the ground even if it's flipped and how the bullets/grenades you shoot dont seem to inherit your velocity? I wasn't paying close attention so i might've just been aiming badly, but in case they dont already inherit the player velocity i think adding that functionality would be great. And the gravity not applying when you're' grounded just seems like a weird bug.
(Speaking of bugs, i found out by accident that sometimes you can shoot the same anomaly twice while it's disappearing, no idea how it happened)
The level design: Again, i actually really liked the level design, but the last level is kind of confusing as i accidentally skipped all of it. And in the second level you can actually go entirely out of bounds and soft-lock yourself.
All in all, a very good game, keep up the great work!
Thank you for the feedback! I was considering making a self-explaining tutorial section for each spell, kinda like how I did for my last jam (which ended up also being about gravity lol), but I didn't wanna make it another puzzle platformer, I wanted to try and focus more on the speed aspect of it (which in the end it kinda didn't even work)
Glad you enjoyed the game though!
Thank you for the feedback! I was afraid the tutorials wouldn't be clear, but we didn't have enough time to really do anything about it, so all I did was give the player two barrels that were propelled by a "wind" pushbox and hope that the player would experiment with it.
There were plans to add sound effects to spell casts and to enemies (both randomly playing ones and sound effects activated by some action like dying or getting hurt), and there ARE actually the soundeffects we planned to add in the game files, but by the time we had a Minimum Viable Product (a beginning and an end to the game), I was already out of time
Also, I would like to thank my teammate for doing the hardest part of the project: the art. Neither of us are very good artists, and I think my teammate wanted to get some experience the coding side of things from this jam, but I became hyperfocused and ended up doing everything by accident.
Once again, thank you for the feedback, and I'm glad you enjoyed the game!
P.S. I'll check out your game too when I get around to rating games.
Awesome game! Loved the story, and how the game changes the more treasures you collect. The gameplay loop is also quite fun! The artstyle is very neat, and the background song sounds quite soothing, though a bit more variety would be welcome, like maybe adding more instruments/sounds as the song gets slower? The only thing I didn't like about the game was the unnecessary "am i in a game?" cliche, the rest of the writing is good, but i felt like that one didn't add anything to the story and was a bit cheesy, though this is a very minor nitpick.
(also i love how not only do you literally dive deeper into the water with your fishing hook, but you also "dive deeper" into the mystery, a combination of two popular ideas this jam)
Very well done!
Thank you so much for the feedback! I reused an old song of mine for the main menu because of time issues (i keep forgetting to add that in the submission description, thank you for reminding me to do that lol), so it doesn't fit as well as it could. Thank you again for the feedback and for playing our game!
Yeah lol Vanta Noir's my favourite game this jam, there are some that get close like Biocycle https://itch.io/jam/brackeys-10/rate/2236956 and How Deep Can You Die? (a pun, as in the title the v in "dive" falls off and "drowns") https://itch.io/jam/brackeys-10/rate/2236669
Awesome game! I always loved 2.5D games, and this is no exception! All the puzzles are really well designed and the art looks very cute! I'd love to have some music variety though, and to have a way of looking from different perspectives when i hold shift, because the one angle you get isn't enough to properly tell whether or not there are walls behind other walls.
There are also a lot of funny bugs, didn't take out any points for that since i've enjoyed breaking the game but I think you'd like to hear about the bugs lol. There's a way to "double jump" if you press spacebar fast enough after jumping (not the same as coyote jumping, as coyote jumping is usually only applied to falling, not jumping). Also, there's a way to move during layer transitions, if you press shift during a transition it will let you move even though the animation isn't finished yet.
Heard that you wanted to make a steam release in the discord, and i say hell yeah, go for it! The game definitely has the potential, just a bit of polish and more content and it's ripe for the taking.
Pretty fun game but there are quite a few issues.
The running feels very awkward, since you can't run diagonally forward, as soon as you press D or A you slow down
The enemies are quite easy to deal with, just moving backwards is enough to dodge their attacks, i wish there was more complexity to fighting them
Player attacks feel very slow and unresponsive, it takes more than a whole second for an attack to land after you've pressed left click
The story is good though! and the sound effects are quite nice
Incredibly fun game! I love the visuals, they look unbelievably polished! And I the movement system is genius! I love the fact that the player uses chopsticks as a pole vault! And the grappling is really fun to mess around with (though, a bit too strong, as you can grapple to something that is in the opposite direction of your velocity and pretend that you're being fired from a slingshot lol).
My only issues with this game are that i feel like the song doesn't really fit the tone of the gameplay (though that's a subjective one, so i didn't remove any points for that), and that it's really easy to go flying away from the stage, but other than that it's awesome!
Very well done!
Really fun game! I *LOVE* Time travel stuff! We actually really wanted to make something time-travelled, but couldn't find a way to connect it to this theme (although we've managed for basically every other theme we could vote on). The game is fun and the puzzles are quite challenging and require good execution, which makes it quite challenging (the fun kind of challenging). The only two issues i have with the game is the fact the the time-stop is time based (i think it would've been a lot more forgiving to let the player disable it themselves instead of having to wait out a timer), and the lack of checkpoints. It would've also been a cool thing to add foresight and hindsight where objects from the past and future are shown transparent, but that's just a thing i would've added if i'd were making something similar, so that doesn't affect my rating, just saying it as a suggestion
TL;DR: Great job! awesome game and awesome idea.
Hey! Thanks for playing the game and for your feedback! I'm interested to hear what level you cheesed and how, even someone on our team has found an unintentional solution to one of the parts of the game, and it was awesome to see.
The gravity colors thing is due to how low gravity & high gravity interact with reverse gravity, low + reverse makes a high reverse, meanwhile high + reverse makes a low reverse, i could've just made a separate zone for both of them and coloured it what would've been more intuitive but for some reason i didn't think of that, so i tried showing it in the section right after the first drop, a lot of people have been confused about this though.
I'm probably not gonna do much with the game post-jam aside from a small update to fix bugs and maybe add one or two more puzzles, but I will be leaving the game onto our team leader who unfortunately couldn't help during the jam because his PC parts arrived late, he said he wanted to learn coding so, i figured this would be a great opportunity for him
Again, thank you for playing and the kind words!
Really fun game! I love how it looks and the gameloop feels nice. It's one of the better diving games this jam, since it's actually unique, being themed around crystals and not just an underwater submarine with sharks or something
What I don't like is the balancing of the upgrades, Light is completely useless because everything you need to see already glows in the dark, Boots are only useful in a couple cases, so it's still good to grab them, but they don't stack (at least to my knowledge), so you would only want to get them once, and any time they appear after that they're useless, Attack speed isn't super useful either since the starting attack speed is already quite fast, and going any faster makes it be basically as fast as you can press Ctrl (which, by the way, please rebind that to something else, it hurts my pinky finger), so the only three upgrades worthwhile getting are Movement speed, health, and Crystal Magnet (which, is also only useful once, because i assume crystal magnets dont stack).
Also, shops can be REALLY spaced out, i collected 200 gems before seeing a single shop, which gave me the option to buy two boots, which i had already bought in the last shop, after that i went on to collect 200 more gems and eventually die due to the lack of healing.
Enemy balancing is also quite wack, the only two enemies that pose any sort of threat to the player are the shooting ones, and the flying ones, the other two are just murder victims.
I really like the game, but the weird balancing makes it frustrating to play.
Thank you for playing our game, for the kind words and for the feedback!
The jumping thing is due to the wall jump raycast triggering a wall cling even when you're still jumping, it is one of the choices that i didn't think about too much and now regret, and a thing i'm going to fix in the post-jam patch.
(also, gravity wells is a really good name lol, rolls off the tongue better than gravity zones which is how i've been referring to them during development)
Again, thank you so much for your feedback!
I really like the music, the concept, and the gameplay itself, the pixel art is very nice but I like shaded stuff more (though this is more of a personal preference so I didn't remove any points for that), my main issues with this are some really weird choices for how evidence is proposed, for example, in the second case it would be genius if in the newspapers it had said that hallucination mushrooms are often put in cheese or something like that, but because that isn't present, the only thing we have to go off of is "suspect looked nervous" which is not a good point of evidence. And then there's AI usage, which I really do not respect, I'd rather have bad voice acting than AI-generated voice acting (and I think those story images were also AI-generated?), since that's just lazy. As for small issues, there were typos like one of the expiration dates being 19901, which I don't mind too much but just saying in case you update the game after the jam.
I also was off-putted by mentions of nsfw things in the first case, but overall I did enjoy the game
The collider used to be a rectangle, but i made a capsule so instead of completely stopping (like you sometimes can get stuck on the ceiling) the player feels a light bump instead. unfortunately, that small bump can also mean death in zero gravity or low gravity. And from my research it seems that godot automatically optimizes tilemap collision to be one shape instead of each tile being its own. I am still searching for a solution to this