This was a good short game! The ability descriptors are concise and make sense, the gameplay was fun and the story was pretty funky! I wish we actually got to see an actual conflict being solved by arm wrestling, as opposed to an inner one, but I like it nonetheless.
kallich
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The voice acting and ambience are seriously good - which just makes me wish there was some music kicking in at parts that should feel intense. Obviously the game is beautiful. Unfortunately I had serious framerate and control issues while playing and couldn't get past the first scaffolding part, as both input lag and the fact that the precise platforms are at 45 degrees made me frustrated after five minutes of trying.
Furthermore, the first enemy I encountered did not attack me, and the interact option did not pop up at all when interacting with the control panel there.
Wish I had the patience to experience the story and see what the scientist summoned! I love voice logs and these easily had me interested.
Oh this was a genuine treat to play! I loved every single "level" and was for real spooked when I got chased! Throwing wrenches is such a fun way to attack!
I was slightly disappointed with the story - wish there was some kind of twist, or at least an ending after the boss, instead of straight to credits.
Right at the Inlet part, after I was returning from inlet A, I thought "now would be a good time to introduce the enemies" as I almost ran into the translucent bastard!
The puzzles are incredibly solid and show an appreciation and love for the genre, the boss was simple, yet tense, and the chase in the third area gave me the heebie jeebies for real.
This was genuinelly really fun! The sword swinging was satisfying, as was the blaster! I felt it was kind of a shame I couldn't one shot the small blue dudes with a fully upgraded sword, but it's okay.
The parry mechanic didn't seem very optimal - why would I parry their projectile, when it seems to do less damage than my blaster/sword and I can side step the projectile?
Only the reload of the blaster being tied to energy drain is really inspired and I loved that. Made the sword and blaster feel really distinct.
The main character in the corner being animated with moves goes hard as all hell. The style is just oozing out of this game for sure, and the music choice is good with what you were going for!
The enemies going back to their spawn so fast seems pretty weird and I didn't find the spin a much satisfying way to attack.
I liked the system, but the power cards were confusing at first - the "next hand" being the hand you are currently playing doesn't make much sense. Also, the word list seems quite incomplete, as for example EWE produced only 15 points.
It had some interesting strategy and playing POWER is very intense, especially with the double, but it still quickly fell off as the enemies scaled in health.
You don't even know how much your kind words mean to me, especially since I loved the writingin God of Hands! I mean, I loved the gameplay too, but the God of Hands was such a lovable indifferent crook!
I'm not entirely happy with the sound they make either (I wanted it to keep an insect like quality, while sounding robotic), but I'm not the best at audio mixing, and the result is quite offputting.
Free to use music really does hit hard sometimes, right?
I think a minimap would not have served the aesthetic I wanted to create, but for the two regions where the environment isn't stricly linear, there are some diagetic indicators of where to approximately go, and respawn points that shouldn't ever cost more than a minute of time. Still, you are right, it should have been more forgiving!
Thank you! I was, of course, inspired by LIDAR games for the vision mechanic, as the i found the atmosphere built by discovering the environment from a set of points impeccable.
The F to stop might not have been the best key placement, but I did want it to be sort of out of the way, to make it feel more like an emergency brake!
Glad you found the atmosphere I tried my best to build to your liking! Yes, I left the systems of the ship very vague in game intentionally to kind facilitate either experimentantion, or fear.
Warping around could have just been due to poor optimization, or my kind of careless level design - sometimes the camera moves quite a bit when it goes from following the player to a static place, which does feel a little disjointed.
I really liked this. I do think it could use some polish, especially some grace periods after getting hit, or dashing, but honestly, the marvel of just holding down left click and seeing everything die and explode just makes up for it. Kinda wish there was en endless mode to explore just how far you can push the bounces :D
Also the God of Hands is such an asshole, I love him.
I'm not really into Fodian games, since I find losing progress over and over again frustrating, rather than motivating. I enjoyed my time with the game, but I knew I didn't have the patience for it after failing 5 times on the vertical bouncy section.
Love the art, but don't vibe with the music.
Again, this is obviously very solid, just not my tempo.
Ah, yes, my favorite spell. Punch.
The gameplay gets pretty hectic real fast, I think that the magi missile is awesome and implemented well, but obviously, as any magic fan, I'm a sucker for a good fireball. And this fireball sure does deliver.
Can't say I loved the rarity system, but I see what it was going for.
The enemy variety is awesome, and I loved trying to kill the mages first, before they can inevitably swarm me with spells, just how I'm trying to do them.
This was a very cute game. I liked the switching mechanic, and the power was, of course, a friend all along. That's how the saying goes, right?
There are a few minor nitpicks: The first glyph puzzle really should have been way simpler, but toher people have mentioned that, so it's okay. The large room where Roy is felt like a real time waster - having to go up and down and up again left me bored really quick. Also, the single weak pillar in that room is sort of telegraphed by the bridge being broken next to it, but since the only thing shown to break before was walls, I didn't even consider it for over three minutes, when I was looking around the room, looking for a way up.
Overall, the presentation is super cute, the characters are servicable (Roy, my beloved) and I liked the hints of larger lore sprinkled in their dialogues. I wonder if there are any humans left, or if they were all melted and made into a furry counterpart?
I actually played for a bit more since then, since I do have a chronic need to beat stuff, some free time, and want to give any game I play the time I want to, not an arbitrary amount.
Frankly, idk how far I got anymore, but I think if you don't screw up, you can theoretically go to about... eh, lets call it round 40?
The worst case scenario is encountering a kind-of rare bug, where you are stuck in placement during the heroes attack - none of your units do anything, and you cannot control the boss then. It happened like once every 25 attacks or so. So, how can you deal with that? Spikes. Just do spikes. They are the only thing that is not only indestructible by the bombs and unaffected by the bug, but placed correctly can deal 1 whole heart of damage per spike.
The two biggest problems with getting there is user error (replacing the gate keys every round) and one other "bug"/feature - when a hero picks up a key, but doesn't unlock a gate (ie. they die before) you cant place a new key. This screws up the routing for optimal spikage, and in rare cases softlocks the game (see image, he had a key for gate 2 from a previous life, used it on gate 1, and now he is stuck in the corner where a key he already had should be)
I think spikage, spellmasters in corners (especially on the side the hero enters to waste their arrows while getting free hits!) and blobs to stop them for magic bolts is optimal.