Destination Reached!
I've played and rated to all the games you posted here. ALL of you have made great games. You can be proud of you!
Good luck for the ratings and see you soon! :D
Pretty cool game!
The collision with the pedestrians is very brutal (in the good way). And love the fact that you have to wait to go to the desired direction.
Sometimes, a car behind me just crashed on my car and I have an unfair feeling. Maybe there's a way to avoid these situations too much.
Good job! :)
Concept is really cool you have good ideas.
I'm stuck at level "Red is reset". Sadly a bit too hard for me. ^^'
My 2 cents : I think you need to choose if you want a frenetic puzzle game (with short limited time) or dexterity puzzle game. Both seems complicated. Same for the transitions.
- If you want a die and retry, your level transitions are a bit too slow. Instead of big black screen with text, you can add a footer text like VVVVVV.
- If you want a dexterity puzzle game, you can enlarge timers or remove them to let the players experiment with your environment. You can even let them choose when to skip to another character with a right click button.
About the controls, I don't think the mouse is the real problem. Perhaps you can improve your gamefeel by using another reference frame for your movement offsets (I don't which one yet but with some little experiments you can find something).
Despite all of this, I think you did a really good work and your game looks really promising.
Good job! :)
Finished (with all secrets found)!
This was pretty cool!
At first, I thought it was a bit small. But then I got used to size of elements and I've got a lot of fun discovering new objects and find all secrets of the game. Dragon's fire is brutal, and it gives a good oppression feeling.
There's some tweaks to do about the platforming physics and sometimes the timing with dragon is a bit short. Despite all this, it's a good entry and there's a lot content.
Good job! :)
Thanks for the answer about the "making of", it was really instructive.
I don't know if "isometric controls" is the basic words for that, but what I mean is to move your player to the North East or North West when you push the up button for example. When I wanted to move in your game, I needed to push two button simultaneously to move to the right direction (or making some zigzag which was not very productive XD). It's like project your input axes into your game coordinate system (or camera axes if you prefer). I don't know if it will work, maybe it will be too weird for the player, but I would give it a try.
And you'll probably right. It could be better with analog controls. :)
This was really fun! And i'm impressed by the amount of content you produced in 48h.
Loved the way you used your main mechanic. And you adapt the "no" duration to the longer of the text and the decision to make, it's cool!
I got killed by the cop the first time. Then the second run was... really fun and weird I guess?
I'm a bit curious: did you inspire from series characters? Some characters reminds me something (Morgan from Chuck?)
Pretty nice game with well executed mechanics. Graphics are really cute.
It's a bit short but hey it's a jam and I hope the players will see the potential of your game.
In the first level the warrior could stay stuck. Perhaps you can add a quick restart key or a better quick button (entering to a submenu to restart for your kind of game is a bit long).
Good job! :D
Nice rogue game!
The art is charming and the idea of combining all stats into only one is really interesting.
Your boss is a bit hard to master and depends on a lot of the stats the player collected. It's easier with the gun for example.
I think you can go deeper with that concept: doors that require currency to skip a part of the level for example. You can play a lot with your players by letting them the possibility to gain time by taking risks with that currency system.
Good job by the way! :)
Pretty nice arcade game! Love the way you get quickly surrounded and you need to dodge every enemies / projectiles nearby, it gives me a shooter feeling.
The art is so cute and there's a lot a special effects everywhere.
The autoaim when the spear is nearby is pretty cool too.
Perhaps you can improve and add more juicy like screenshake when the spear lands on ground + a little special effect to make a better impact.
Good job! ! :)
This was a very original experience.
How does it works exactly? Raycasting? Lighting ? Shader parameter?
I'm currently stuck at the level you have on your last screenshot. But I will try to finish it for sure.
Good job! :)
Edit: I'm almost forgot, I think the controls can be improved by using pseudo isometric directions when the main character is moved. :)
Interesting game. Love the aesthetic and the atmosphere.
The narration based on the texts on the walls is a really good idea. Perhaps you can fade them (like Edith Finch) using the distance of the player.
I think you can do a small full retailed game with a good story based on this concept.
Good job! :)
Nice concept! There's a good base for an automatic RPG. Here's some thoughts :
- The damage could be automatic with a dps system (instead of going back and forward with your sword).
- Enemies movement are a bit hard to predict. A little anticipation feedback (ex: arrow direction) may help.
- I like the upgrade system. It's fun, easy to use and give a good progression feeling.
- 10 seconds penalty has no impact for now. It's because the time does not matter. You can add ranking, par or medal system to challenge player about their score.
Good job by the way! :)
Very great game!
You worked a lot on the atmosphere => background sound effects, refined UI, etc. And this is impressive for a jam entry.
Agreed about your limitation of "one window at once". This force to focus on the hints of the opened window and it's important.
According to theme, the ONLY ONE chance is brutal but it's interesting and give a lot a challenge.
I got free... but I cheated (I don't tell how to keep the surprise for the others). I really wanted to know where was my mistake. :p
Great job! :D
Hi Dzamani,
Thanks for the feedbacks.
Yeah, we thought about adding quickly the Unity postprocess stack just to add some grains and vignetting. Also, we wanted to have a better "turn off" animation. However, it's more by lack of time that we couldn't polish that part as much. We focused on having multiple screens and as much levels as possible :)
Wow! This is a very solid game!
This is so polished and there is so much levels with very good ideas. I'm very impressed. I have not finished all the levels (currently stuck on 21) but I will for sure!
Love the pacing of your level series too. Once an hard level finished, you give a reward with a little simple level. It's a very good idea.
I have to ask: is it hard to design puzzles like that with only one shape? What's your process?
With a little relaxing music, it would be perfect!
Great job! Hope you will get featured! :D
Hey everyone! Arche from Kitty Factory team.
Tomorrow I will take a long ride on a train and I need some... activity? :p
It's the perfect opportunity to play and rate your downloadable games (on Windows). Feel free to post a link of your game and I will do my best to play it on the train and give you my feedback when I will reach my destination.
Of course you can also help us to fire some bad employees and tell us your story by playing to our little game Office Intruders : https://kittyfactory.itch.io/office-intruders
I'm waiting for your games! See you soon! :)