Haha, that is probably fair. Give me a shout if you want the source code. It's mostly developed with the blood of the innocent and the tears of the damned.
Lapatron
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This was pretty cool. Some of the reactions felt a bit all over the place and I couldn't work out what I needed to say half of the time. I also am not too sure how I was meant to play the date part as none of the attacks seemed to be more effective than the others and there didn't seem to be much benefit to switching attacks. Otherwise, it's a pretty cool concept that has been well executed with some amazing artwork. Well done.
Really well done. The only thing I'd say is that it was sometimes a bit difficult to see how many items I had to find, but I'm mostly just saying that because I didn't pick up on anything else. Interesting to know if you continue with this after the jam or not. Could be cool to delve further into the story.
This is a really interesting and unique way of tackling the theme. I never even thought that the player could be the only one that knows 'it is not real'. Very well done. It would have been nice to have different items or maybe a way to more easily influence which direction they take. It seemed like half of it was leaving it up to chance, which direction they would go. That said, it's still very well made and I'm looking forward to seeing if/where you take it from here.
I really enjoyed this, up until around day 8. By that point, it got a little repetitive, so it would be cool if you could add a couple of extra things every so often. Maybe a werewolf that you need to shoot with a silver bullet instead of throwing the crucifix, etc. Otherwise, it's a cool game with some great art. Very well done.
This is a fun game that could definitely do with some polish. The recoil was insane. I was looking forward to picking up lots of different gadgets and upgrades but there was only the one in the second room (that I completely missed the first time). No feedback when hitting an enemy, coupled with inconsistent hit detection. And, a boss fight that just freezes the camera when the boss is killed. I think if you had an extra week to iron all of this out it could be a decent little shooter. However, having an item that shows where all of the fake walls are kind of makes the whole concept pointless. I hope you get a chance to revisit this after the jam because I did enjoy playing, so it would be nice to see it finished.
I can't say I'm much of a speedrunner but this was really fun. I think the reveal mechanic could be worked on a bit. Sometimes it felt a bit more like a memorization game than a platformer. Potentially making activating it slow down time but keep your momentum. This would mean that you still would gain a lot from learning the levels if you wanted to speedrun but you wouldn't have to learn them to play the game. Well done though, it's been really well made.
Really great game. It's a simple concept that has been designed really well. The only thing I would say would be to avoid basing levels on small changes in colour as that can be really challenging/impossible for some people to do. If you want to keep it in, maybe just add an option to turn them off in the menu. Otherwise, this game felt really fun to play. I'd also recommend, as a way to keep things interesting, the levels you see change as the game goes. My first thought was to decrease time but I think that would get too difficult too quickly. Also, the main thing that kept me playing was to beat the score of the person who commented under the game (TheJackXBL), so maybe play into the competitiveness and add a leaderboard or something along those lines. All in all, great game. You've done really well.
I think this game could have been quite cool but sadly it fell short. I'm not going to mention the player controller as enough people have done that already. I will say that, although I really like the idea of using imaginary numbers, the idea wasn't really explored very much here. The main game seems to consist of shooting the positive integers and avoiding shooting the negative and imaginary ones. This means that all it boils down to were some targets you can shoot and some you can't. This concept can be achieved by making them different colours and not requiring them to embody the square root of negative one. I think it would have been cool to use the interesting properties of imaginary numbers to develop an engaging gameplay mechanic. Maybe make a game that is about building complex numbers by shooting the correct real and imaginary parts out of the sky like clay pigeons. Or a game made to teach you how to plot complex numbers by firing a bullet at the point they should be on a graph. This all said, I really don't want you to get disheartened by a review that's more negative than i². It's really cool to try new stuff out and game jams are the perfect place for that. I'm sure you learnt a lot from making this and I read below that you enjoyed playing it and those two things are the most important takeaways to making any game. I wish you the best of luck in all future projects and look forward to seeing what you've learnt from this one.
Restarting as anything is a cool little concept. I think I would have liked it if you had explored it a little more though. I only remember one level that I needed to restart to pick something different to complete. I'm not saying that the normal platformer elements were bad, but the respawn as anything is definitely what sets your game apart from others in the genre. Maybe think about designing more around that in the future. Well done all the same.
I'm really glad you've both responded positively to the feedback; I was really worried I was too harsh. It sounds like you've learnt a lot from this jam which is completely the point of doing these. Hopefully, this will stick with you for the next one and, if I'm also in it, I'm going to struggle to compete alongside you guys. You've got some real talent on your team, so I'm sure you'll do well with whatever your plans are for the future. I wish you the best of luck and look forward to seeing what you can accomplish.
This was a good game but I feel like I didn't quite live up to its potential. This might just be the incredibly high bar set by the graphics (needless to mention but amazing work Kristians) but I didn't feel like the scanning mechanic was really explored. I just kept clicking the mouse button and jumping on the platforms that showed up; if I fell then I jumped on a different platform next time. It didn't feel like a puzzle game but more "hey, look at these cool levels you need to hardcore parkour your way through". I understand that I'm being overly critical of a game that was literally made in less than a week but I feel like this has a lot of potential. Being able to reveal what's real is an interesting mechanic but it feels like it's just been added on top of an existing game instead of having the levels designed with it in mind. Don't get me wrong, it's still a lot better than mine; it's just that when you excel in one or two categories any shortcomings are a lot more apparent.