The third level is the outside level. As it turns out, there was another solution to the third level that I hadn't realized which my little sibling figured out. It's not unbeatable! For the spider level, its definitely beatable.
Linekomoso
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The presentation was really good, with the stylized characters and "drawn" world and everything else. The parkour was pretty fun and well made too, though I have no idea on how to get some of the candies. The problem I had was with the battling system. Making it so luck based and repetitive made it feel frustrating and boring, so it felt like a chore. If you improved on it by replacing the current main fight buttons (Kick and pet) with something else, this game would probably get pretty good.
Making shapes on the grass was satisfying, especially after grass growth got super high. I don't know if I'm just unlucky, but I got a bug while playing. Passive income was only working in the in the middle part of my gameplay, even with levels in it, and felt like it wasn't changing based on level. I also could upgrade it past max for some reason.
I can see the appeal, but its not my cup of tea. The visuals are actually pretty nice though! It was nice to see the grass flowing, the lighting effect and tiny shadows, and especially the grass seeds rolling around! The simple audio for mowing was good too, and I think adding a quiet and relaxing background music or ambiance would have added to the experience.
I'll definitely be checking out yours!
Here's mine: https://linekomoso.itch.io/colorcorrection
Since I wasn't able to make a tutorial, I've been receiving a lot of feedback relating to confusing gameplay, so if you want to try understanding the game better, read the description of the controls and gameplay a bit!
I'll definitely be tuning in for this!
Here's mine: https://linekomoso.itch.io/colorcorrection
I'll definitely be tuning in on the 22nd. Seeing a bunch of games played at the same time sounds fun!
Here's mine: https://linekomoso.itch.io/colorcorrection
The theme of mine would be TV screen aberrations, such as signal distortions, broken light lines, chromatic aberrations, etc, but it only really remained an aspect on the visual side of the game since I didn't manage to fully implement it on the gameplay side as well. Were it not for time constraints I would have added a scoring board that would judge your final score for the six categories present (all based on important TV systems), and categories that got bad scores would disrupt the TV, so getting a terrible audio score, for example, would mean the music going silent and glitchy.
A frankly very cool idea that would be very fun if fleshed out for a larger puzzle game! Adding a few sound effects would massively improve the experience, even if just simple ones. The game was kind of confusing at first since there were no instructions, and I only understood a bit later that there were No-TP zones. Adding an indicator of the maximum teleport range would also be great.
I haven't gone past the fourth level yet, but this is a five stars from me already. The visual style is fun and charming, with the subtle differences in animation being really good, and the music is both fitting and pleasant, even when repeated many times. The concept it fun: a platformer where you can't jump and must effectively propel yourself explosively, and most importantly, the gameplay is great and feels smooth, with the bomb bouncing and rocket jumping physics feeling really satisfying. You made a really, really good game!
I was gonna add a score system based on how well you did on each screen timewise, and your score would affect the quality of the TV's audio and video quality, but I was unable to implement it in the time I had at the end since I had a bunch of key bugfixing to do. I split the screen into 6 screens because I wanted it to be very fast-paced and demanding of your attention, but also because it thematically fit into the TV theme I had (search up TV Testbar). I do agree it can be quite difficult, but I tried to make it so if practice was put in, managing the screens would become easier and more instinctive.
I do think I made the buttons difficult to see unintentionally. In hindsight, I should've made them luminous and more obvious, with the warning sign being less intrusive. I tried really hard on getting the visuals right because the TV theme was the thing I had put the most effort onto at first while I was still unsure on what the gameplay would be, so I'm happy that you enjoyed the visuals!
I've actually finished the game now, and I can say for sure that the gameplay was fun and hectic! Trying to match the flash shoots with right before the enemy attacks is very good since it keeps the player on their toes. I do have two important critiques based on the time I spent playing that I think would make combat even better if addressed:
- The character's abilities feel like they're somewhat isolated from each other without too much interactivity, with the warlock being in the worst spot in that regard. Some possible fixes could be incorporating shared mechanics, such as making one of the shaman's abilities stronger while blessed, or making buffs also impact the warlock's skills.
- The warlock feels like they are in an awkward spot in their abilities. Stacking their own debuffs and self-damaging seem interesting in concept, but due to how few debuffs the enemies inflict and how easily they die in the frontline (unless I'm just unlucky with enemy targetting) without constant heals from the nun, getting them to be significantly useful other than for casting Blood Ritual feels difficult. I think they should be able to be more centered in applying debuffs to the enemy, and also able to do some self-healing to compensate for the damage they give themselves.
The other characters, especially the shaman, really do feel like they do their proper roles. The decision making you need to do in whether to save your energy or cast an earlier ability WHILE being pressured for time makes the combat engaging. You feel like every decision you're doing is important and could make or break the fight, such as waiting for a bit more energy with the nun to cast her blessing or reviving someone to stall for time. Betting on the shaman landing some of the luck abilities is also exciting!
The premise of the story is interesting, as well as the implications behind the information we're given, but after the halfway point it does feel like dropping into the middle of a world and being given lots of jargon you don't know. If the "main" perspective of the player when this is happening was Devin rather than Bao, the confusion would feel fitting rather than, well, just confusing.
Of course, all of this is just how I viewed the game myself, and possibly there could have been a way to play the warlock that I missed while experimenting. Overall, I give this game a proper 8.5/10, plus my recommendation as a game good and interesting enough to play multiple times rather than just once!
A creative and quick experience that puts its few assets to good, efficient use. I find it really smart to put the gameplay in these lit little areas surrounded by darkness. Without detracting anything from the experience, it saves you the need to make a surrounding environment that would risk feeling empty if you didn't spend a lot of time populating it. The ball minigame and its physics were fun, though as some others pointed out, it was hard to know what to do until coincidentally hitting the blue line, and the long pause from the story (since the minigame is actually fairly difficult) harms the pacing of the game. The heartbeat in the background does a good job in actually making you feel tense, which was great. Overall, with the interesting story and tension, it gets a solid 8/10 in my book.
It's a simple game with some fun dialogue, the music is good, a fairly quick experience. It could have been a lot better if you added some sound effects, even if it was just one or two that played when you interacted with people. Some more bug testing would have also been great, as I had the recycling NPC get her dialogue box stuck, so I couldn't see the minimap anymore. Overall, it was nice.
Although I'm not very keen in how the story is presented so far (I'm only at the second monster), the gameplay is hectic and the animations are fun to look at. Because of how complex it is to pay attention to everything, I keep trying to find the ideal ways to fight, especially with the warlock, which is fun. I think this is one of the few games in the jam that I am definitely intend on opening back up and continuing to play so I can go further in.
Even though I had no idea of what I was doing the whole time, it was still fun to try out the different songs and levers everywhere. Adding the crowd as a bunch of crazed spinning leg-orbs was a great and fun decision, as well as a good indicator of your performance since it instantly showed me when I messed up royally.
I'm very interested on this game jam, especially since it is the first one I've ever participated before and my first game ever. I really wanted to share my game (especially its music), and this seems like the best way to get some publicity on it while also getting good suggestions for games to play, review, and rate! Post your games down here and I will try to rate them as best I can while I have free time.
Here's mine: https://itch.io/jam/acerola-jam-0/rate/2576960
Happy Jamming!
Mine doesn't have any story elements, but I hope you still have fun!
https://itch.io/jam/acerola-jam-0/rate/2576960
Will definitely check out yours.