Fair enough with the pit thing; it was just hard to know which way was the right way since a lot of the entrances/exits looked the same.
If you have time, check out our game too!
A very interesting game! I liked how you had the bring the enemies together and how it wasn't the most difficult concept.
The art, music, sound design, and mechanics all seemed very polished; wasn't anything fundamental that I noticed was severely lacking. Good attributes that most game jam games don't have.
The mechanical theme with love was an interesting design choice, but it sort of works. If you want to continue the idea, it would be a cool theme to explore: love vs. logic, humans vs. machines
As stated before, the map layout and level design seemed sort of random and it was hard to know where you were. It was mostly just randomly wandering around until you found the correct people. I also wish the enemies were most distinct (rather than just a color change). Most frustrating part was having to restart all the levels if you died (which is pretty easy to do).
Otherwise, neat concept for this jam and keep up the work!
This is a really cute game! I was initially put off by the download and art style, but I was proven wrong (although a WebGL build would help + art was charming).
Seems relatively polished and I found no bugs when playing. I enjoyed going through the level and seeing the various types of ghost enemies. Never felt too frustrating going around, plus I liked the lighting that you did to sell the experience. Really liked the sound design and the music (you made it yourself??) was actually really nice and fit the game perfectly. The composer on our team is definitely impressed.
The most annoying thing I found was the controls could have been slightly tweaked to make them feel more smooth and the level could have been designed so players don't have to constantly stop to kill ghosts? One last thing, losing all your progress after 10 lives is fine (I would have preferred a checkpoint), but I wanted to see what jumping down the pit would do. Needless to say, restarting wasn't the outcome I wanted.
But I think this game certainly is a gem and a very fun entry into the jam! Good work!
Nice game. I liked how you implemented coyote time and made a pretty challenging metroidvania. However, some of the jumps were really tight (most needed coyote time or were barely possible) and it was hard to tell if what I was doing was even possible.
The enemy is also kinda ridiculous and it seems almost impossible to avoid sometimes (at least I couldn't figure out a consistent way to). Just seemed like an instant death missile.
It was kinda hard to tell were to go? Like some bottomless pits you could jump down or move, but others just killed you. If there could be more indicators, that'd be cool. (BTW, I think there's a bug where if you spam jump, you can double jump)
Otherwise, neat game and continue the good work!
Very cute game! Really like this simple yet fun puzzle challenge for the jam entry. Was just hard enough so I needed a few tries, but eventually figure it out.
There's just a small issue (not sure if it's a bug or not) that Tea sometimes doesn't move when Hank does (whenever an orange block disappears). Another small thing was I wish you could hold down the WASD keys and it could move every few moments, instead of having to press WASD over and over again.
However, a very solid entry into this jam!
Hey nice game! Very cute and liked the voice recordings pretty much. The scientists were legitimately scary. In the time constraints you had, it was pretty good, but I found myself surprised at how short and easy it was. Except the boss fight, which was slightly janky and hard to control. Otherwise, solid entry!
thanks for the feedback! Originally I had plans for each “station” to have some kind of indicator of its condition (there were 3 lights on the generation I planned to use for example), but eventually I decided to just have everything in the center because of time constraints, hoping someone would find it fun figuring out how each each stat changed (clearly it wasn’t fun) Game design is definitely something I need to improve in the future. Also the reason I went for the z x c controls (I shoulda combined z and x) is because I was fresh off of playing hollow knight and I thought it was best, I had no idea what you suggested even was an option😓 thanks again!
oh my god why didn’t I make the drop the same as the pick up button… not allowing to fix after 100 is also something that I probably coulda easily implemented 😭. Thanks for the feedback genuinely, I had playtesters play the first few 5-6 levels but didn’t have time for the last ones, so my balancing was all wonky (because I could pretty much 1-try everything). My intention for the game design was for players to slowly realize which things set on fire more often, which don’t so they can balance leaving fires on, putting things out, repairing etc. I originally planned 22 levels for a smoother difficulty curve, but I have kind of an unhealthy urge to make my jam games hard(it’s something I’ve noted to try not to do next jam). Thanks again, and I’ll check your game out when I can!
Very clean game! I'm surprised you have so little reviews because the game feels very polished. The platformer movement felt kind of fast, but for some reason it still felt like I had full control over the character. The flying enemies didn't follow my ghost, are they supposed to? Otherwise, great mechanic, theme, and presentation!
Really well made! I liked the main mechanic of the game, and everything was pretty intuitive. I do think that the shuffling of the spells should happen more often or more sporadically because the spell change is not a massive struggle because of the fact it only changes at the end of each room. I also think it would it fit the theme better! Great Job.