I shared this comment with our audio engineer Luca and he remastered the Title Track for your listening pleasure and gave permission to upload. Enjoy! 🎵
Lanyard
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Ahh you were so close! There's one last puzzle after you get the golden idol, just have to observe / think backwards a bit. You can actually just barely see the other figure earlier, but it is a missable moment if you go quick. The last puzzle doesn't have to do with him at all.
I fiddled with footstep SFX but in the time allotted, I couldn't get them sounding nice enough that they were a plus and not a minus. Maybe after the jam period I'll give it another crack, I agree it would fill up the soundscape appropriately.
Big shout out to the music which is enthralling, especially the lovely title screen. Everyone's efforts come together very well in this, just a great vibe here. Even with just a few pages, I do think it's pretty hard to get started! Maybe having some elements "unlock" over time would help, suddenly coming to terms with basically all of the games' "items" is maybe just a little overwhelming. All in all, a very strong jam game, be proud!
Some novel ideas here! Spinning up and flying across the map reminded me of early Sonic games. However, with novel mechanics there's an increased burden on the tutorial / onboarding to bring players up to speed. Figuring out how this game works is a bit challenging. One way things could be made more clear is if Rockman could not go behind the front-most camera parallax layer -- it's often difficult to determine which ways are the path forward. I do like the color palette a lot. Overall, some interesting ideas and approach, good job keeping it fresh!
Moving story. The pivot into horror sent a chill up my spine! One suggestion: make sure you have that sparkle effect on every Interactable object in the game as an affordance to the player, including cabinets and such, I got a bit stuck after getting the glue (appropriately I suppose) because I didn't know I could interact with that one cabinet. Nice entry! 📷
Cool novel puzzle game. I love the zen meditation game juice and feel. Reminded me of a sand garden. Great sound design too. I was wondering if there was some way you could show the player visually that they can flip direction left to right, like if the puck did a little flip when changing direction left to right, or maybe if the puzzle box itself had little handles on the left and right sides, and the whole level could kind of get a little "juke" or tilt when the player pressed the left/right inputs. At the moment, there's no real in-game justification for why the player can control direction left to right but not up and down, you just have to remember.
I also think maybe you aught to consider focusing more on the puzzle side here and less on the reaction timing side of your design. Really these are separate skills / parts of the brain / appeal / audiences, and I personally think you should lean into the puzzle side for this game you've got going here. What I mean is, if I can reason out the solution, I should be able to finish the level in my next go, and not have to struggle against getting the at-times rather quick set of inputs correct. I think that's a different genre that isn't serving your design here. That's my personal opinion anyways.
All in all, this is a very strong submission with clever novel mechanics and outstanding presentation, one of the best I've played in this jam yet. Great work!
Interesting world you've created! Slug guns to battle zombie clones of yourself. I have to admit, I haven't seen that one before. I dig the art style and music, it is bleak and dystopic.
Two game mechanic suggestions. One, I'd allow the player to jump again as soon as they hit the ground, like most video games. Second, I'd give more ammo of each slug, maybe 4 for a heavy hitter, 12 for a pistol. These two changes would prevent the player from losing key "Verbs" while they play. You could up the enemy count to compensate the difficulty balance.
All in all, a memorable and novel experience. Best of luck in your game dev journey!
My game features Co-op Multiplayer! While you can play it solo, I thought it might help to have a place where players could potentially find each other and give the game a go. It's available right in the browser!
If you've played Overcooked, you know the drill. How many sushi recipes can you deliver before the timer buzzes? A match only runs 4 minutes, so any help in the kitchen goes a long way. Claim your place at the top of the Leaderboard!
Fun yet relaxing... that's high praise for a video game, I'd say! Thank you.
I thought about being a little more explicit about the ingredients and recipes, but I didn't want to clutter up the kitchen too much, nor lead the player completely by the nose. I also thought a little bit of a learning curve for the player's first time through might encourage them to replay and try to get something respectable on the leaderboard.
Surprisingly engaging for its simplicity. Definitely felt like I was powering up as I gained upgrades. I liked how I eventually got to bust out a whole bunch of attacks in a row. I felt like there was a missed opportunity for some tactics in differing attacks. For example, if attacking were to hit every enemy in a straight line while spellcasting did an area-of-effect attack on the target, now all of sudden I'd have a reason to choose one attack over the other strategically and should consider both my and enemy position when the turn timer is about to pop. All in all, this was fun!
Love the graphics, the music, the flow! I did have to refer to your game page to get a handle on the controls a couple of times, I think an in-game tutorial, just some text by those early chasms would help a lot. And the difficulty curve is intense! Maybe you could ease players in a bit more. Nice work overall!
Avast ye! Nice, I'm a sucker for anything pirates and nautically themed. Definitely was gripping the helm hard there at the end so as to not shipwreck before reaching the end. My only gameplay tip is that I would put the forward cannons on the "C" key, so they can be fired easily while mostly worrying about the port and starboard batteries. This was fun, I got into it! Great work. Did you think about having a "Wind" mechanic that would help the boat sail in certain directions?