really nice art, music and gameplay, it got me thinking for a while but I think it's because I missed an obvious solution (I took the key before reaching it so I did not see it could be used as a bridge. I reached the backpack from the left of its Island: you can "climb" the cliff from an object in the water).
Leroymilo
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Very nice game, it's very pretty and plays nicely!
The controls are mapped to latin keycodes instead of physical keys so non-QWERTY keyboards might have some issues playing, I was surprised that changing the keyboard language fixed it for me because I had a lot of cases where it was unplayable with an AZERTY keyboard, even after changing the language.
It took me a while to realize that I could "scroll" the messages by dragging the mouse, instead of a very slow scroll with the mouse-wheel, so it was annoying having it also bound to the scale mechanic. Maybe try to unbound the mouse-wheel for the messages if it's possible.
Thanks for the feedback! We had some difficulty making a satisfying character controller, and changing it after the level design is done risks making the game unbeatable.
Since I had some time today, I made an alternative version with different movement controls (I also fixed some bugs and softlocks) that you can find here if you want to play the game more: https://github.com/StupidHobbit/GMTK2024/releases/tag/leroymilo_cut_v1
Please make sure you rate the game published on the itch.io page, because the version linked in this message was finished after the Jam end.
Hi, I wanted to visit this museum because I was very interested in the subject, but I ironically had a bunch of accessibility issues:
- No native Linux build. I don't know how Unreal Engine builds work but I'm pretty sure it's possible to build for another OS. I managed to play it through Steam's Proton after a bit of configuration, but this is probably what caused some of the other issues.
- Keyboard layout somehow locked to physical WASD, it makes it unbearable to use classic FPS controls on any non-QWERTY keyboard (AZERTY in my case), changing my keyboard layout to Engish (US) somehow didn't solve the issue. Again, I don't know how UE works, but I know that this is very easily solvable in Godot by switching "physical" keycode to "virtual" keycode, I can only assume (and hope) that UE has a similar feature. The mouse controls were welcome to be able to explore the museum, but I would have preferred being able to use mouse + keyboard.
- Very bad performance, this is probably due to not having a native Linux build, but it was way worse than anything I've experienced on many games I played through Proton. On default settings, I had a weird visual glitch that looked like the game was displaying a buffer that wasn't done being rendered to. Playing in Windowed mode with lowest resolution managed to reach 20fps with no visual glitches.
- Changing from Full-screen to Windowed broke the game, giving me a white window with shading at the edges. Thankfully restarting fixed it, I am glad that the museum saved my settings. This is very likely to be caused by playing through Proton because I've experienced many other resizing issues on other games, but getting a white screen with no UI is a first.
Thanks a lot for collecting all these designs and data and recreating them for this museum, it was really informative.
If you are open to the idea, I'd like work on a French translation to reach more people, because I'd like to share it with people I know, but I know that a lot of (older) French people don't understand English.
Also the website version is utterly broken on Firefox, with images overlapping the text everywhere.
Here's an example of text that's too small :
This is an extreme example because the game is not full-screen, but even when full-screen, the text is still flattened for some reason, and the upgrade description text is squished in the other direction, which is quite jarring.
While replaying, I heard that there are sound effects for information that I did not notice before, it's a nice touch.
Pretty well made overall (gameplay, art, music), with a few readability issues imo : the text is too small, even on fullscreen (I played in browser), and the shadows casted by the walls feel too opaque : in other games in this genre you can see the difference between walls and shadows, it's not the case in your game and it gave me a weird feeling of claustrophobia.
The controls are VERY unconventional but it works well. It's not my type of game so I won't judge the gameplay, but the art and ambience are well crafted. I think you forgot to loop the music (if you used Godot, it's in the music's import settings). Also I managed to get into a state where I could only move while aiming, check your logic. Also the cone of vision goes over the HUD, check the order of your nodes.
That's an amazing puzzle game! The mechanics are a bit hard to grasp but the levels are well crafted to show the player how to use them, it's really well made. I took a glance at the extra levels but I won't complete them because it will easily take away my whole day, it shows such great mechanics. You might get a bunch more players if someone like Icely puzzles on Youtube tries it.
The idea is pretty nice and, again, great job making a game without any engine! There are a few issues :
- the hit-boxes don't match the sprites enough : I hit the traps when I didn't expect to multiples times, it does not feel good. Try to make the hit-boxes more generous (inside the sprite instead of around the sprite for the player).
- the movement is very sluggish since it takes a few seconds to go full speed, and any stop or turn loses a lot of time to escape the enemies. I'm not familiar with the libraries you used but there might be something to tweak about the key input repeat delay. In my opinion this would be best played with mouse controls (the character goes towards the mouse at a fixed speed for example) to avoid having to completely stop to turn.
That's my point : I downloaded these games looking forward to testing them but I can't play them because it's windows only. It's really annoying for 10 games in a row and it truly requires no effort to label the uploads properly. I know people don't really understand that there are different OS, so I let them know of their mistake this way. I hope this clears things out.
There's a case in which someone had tried to share it through GitHub, so I helped them fix their repository and gave feedback since I was actually able to play the game, even if I had to download the whole Godot project for it.
Pretty nice soko-like, with nice puzzles (couldn't get past level 8). The atmosphere is very well crafted, both through graphic art and music. It lacks a way to speed up movement to speed up solving.
I saw a few bugs (I payed the web version) : push animation keeps playing when holding directions after pushing a box or against a wall.
The way the players move when there are two of them : in the situation shown in the screenshot below, pushing quickly right-left-right causes the top character to move 2 right and the bottom character to move 1 left, which should not happen according to the established rules, my guess is that your player controller has some logic issues.
No undo is kinda rough, especially on complex levels, but I know it's really hard to implement, especially when custom mechanics are implemented.
Simple game, it works well but doesn't have much to offer. Pointing out some issues : donuts tend to teleport when switching the belt under them, it's a bit jarring. It lacks a way to make text go faster.
I guess it would have taken a lot of time, but I would love to play a version of this game with more inputs, outputs and turning tables to add some challenge and complexity.
For anyone wondering, "L+Click" and "R+Click" in the control description means left and right click, it took me some time to understand this.
Quite a nice experience, really well crafted graphics. It lacks some ambience music but I can't blame you for it since I didn't put much effort into sound for my own game...
There's a pretty game-breaking bug I experienced : if I was holding a direction key while a dialog triggered, it caused the game to hold down this direction, forcing me to constantly go this way (backwards in my case).
The mysterious entity handing stuff to the player kinda reminds me of Inscryption, in the way it takes the camera's focus.
Very cute game! The gameplay is enjoyable and has no real issue : even if it's practically impossible to catch all the blue crabs, but it's well balanced with increasing abilities. Even the graphics are pretty good to be honest, it works well with your game. It lacks some music and sound effects but I can't really blame you for that since I didn't put much effort into that either for my game.
Thank you for your feedback!
Yes, this bug (and many others...) have been reported and fixed, if you want to try out a patched version, there's a release on my GitHub. If you do, please only take into account the build available on itch and not the patched version on GitHub in your rating, fixes were made after the end of the Jam.
That was a really cool game!
I got frustrated at first when unable to beat Spike Lord but I made it to the other boss and it was really well made in my opinion (even if getting hit by the big ball can result in a kick death). I managed to beat Spike Lord with a bug : its timed attack continue to change when the game is paused, which makes it possible to just wait for the floor spikes to disappear.
The mechanics felt pretty good, but I would make the swing be able to shorten the rope to avoid getting stuck on the floor. I was kind of disappointed to not be rewarded for explorations (a few empty corners) but I understand that it takes time to do this sort of stuff.
Edit : I felt that coyote time did not work when falling off moving orbs, I might be wrong tho.
Edit 2 : Also really appreciate the Linux build.
Thanks for playing my game live, all this feedback was very valuable!
The save system is something I probably would have done if I took more time to finish the game, because the current state of it is kind of a tutorial for what I had in mind.
I'm not a fan of explaining every game mechanic in high details in games. From experience as a player, I think it feels pretty good to see or understand something that was not explained in plain text. For example : advanced movement in Celeste, or understanding an enemy AI in a Souls game.
Most of the bugs you experienced, I did not see them because I restarted my game when dying instead of trying to play again, so that's on me.
"dying when running out of torches" is an oversight from me : I implemented a check for soft lock (no move available) but forgot to take into account that the player could be able to craft... Again, I never ran into it because of the way I played : always stacking up on items.
Lessons learned : less procrastination, test while playing non-optimally.
Pretty nice game, with a well crafted ambience! Some points I'll note since I played it through Godot :
When making WASD controls, please use the "Physical key" setting, it makes it so the key don't depend on the type of keyboard (I have a French keyboard, changing WASD into ZQSD).
I see you used portals, I'm quite impressed how well they work since they were made during a Jam, I tried it myself a while ago and couldn't get it to work properly.
I tried to clone the project from github to play it but there's at least one file missing. I see you had issues to upload your project, github isn't really made to upload files trough your browser. If you're ok to learn some console commands you can use git directly, but you can also use the client, here's a tutorial to use it as well. There's a lot of resources to get started with git and github, and I hope this experience won't turn you off from it because it's a very useful tool.
Very nice game, I enjoyed it a lot! I'm thankful for the Linux build.
Here are some issues I had : pressing escape while on the computer is broken. Could not find out how to paint a room walls or choose a room color. Rodents going over traps that looked like they should work (the mechanism was still there). Customers saying "nice [thing] color" when the thing was not their preferred color. A lot of visible edges on walls, probably bad alignment in models. A graphic issue with ghost (probably due to depth sorting and transparency, see screenshot). I think the "main menu" button on the pause menu is broken. A way to see the controls after the intro would be nice.