Glad I was able to help!
Also I too have put in hours of work to avoid minutes of research. Apparently it's a common thing to do.
Really cool game! The radio station was a cool detail too.
I think it could have been interesting if, in addition to getting 3 new package locations after dropping one off, each arrow also shows how far the package's destination is from it's pickup point, since there may be scenarios where it's better to skip the package that's closest to you.
Also, I don't know if someone already noticed this, but some of the tutorial UI looks like it's on the same layer as the rest of the game, and can hide behind some objects. Not a major issue, and it didn't impact the rating, but I figured I'd still point it out.
This is insane quality. Also insane quality for a week, but mostly just insane quality. The art and sound design are incredible, the game and controls feels great, and the premise is perfectly absurd.
I have a few minor nitpicks, the biggest one being that it wasn't super clear what was going on at first, so the start of my first run felt a bit confusing. I got it fairly quickly, but a brief tutorial would have gone a long way to fixing this. Even something simple like an extension to the dialogue at the beginning. Maybe the protagonist (or antihero, I guess?) could mutter something about taking everyone else down with him. They could even say it while you're filling out the first round of eviction notices so you can keep the game's name as the last spoken line in the intro. A smaller issue (that might just be an issue with me, rather than the game) is that the transition between walking around and the typing minigame felt a bit too sudden, mostly due to the abrupt change in controls generally while my hand was still on the mouse. I kinda get why it's this way, given that the game is timed (and since I could just move my hand a bit earlier, hence why it might be an issue with me), but it still felt a bit too abrupt.
Cool little game! Reminds me a lot of Papers Please. Looks really great too.
I personally found that trying to solve each ship as fast as possible felt pretty fun, maybe that could be incorporated more directly into the gameplay/scoring somehow? I know there's already a global timer and scoring system, but what if you get a bonus for correctly handling a ship within a certain time limit?
I want to point out some minor technical stuff (that didn't factor into the rating), the game wouldn't work due to misaligned UI until I made my browser window the same size as the game window. In the future, you can go into the project settings of the game, find the setting called 'stretch mode' and set it to either canvas item or viewport. Doing that will scale the game with the screen automatically. Viewport keeps the resolution, canvas item sets it to the screen resolution (there's probably more differences, but I can't remember them off the top of my head). Also, it may be better to use all control nodes for the interactive parts (rather than the current system which I'm presuming combines sprite2Ds with invisible buttons). Godot's buttons can have icons, which can replace the sprite2Ds, you can use a texturerect for the wooden panel and a combination of control nodes and various container nodes to get the spacing you want.
Yeah, I tested this in a browser way too late into the jam, and was not pleased with how it changed the filter. It looks a lot better when downloaded. I also added a brightness slider, and increasing that slightly seems to improve visibility in the browser version with the crt filter on.
I was considering having some sort of minimap or distance gauge during development, but I felt that having less information would incentivize players to familiarize themselves with the levels (especially in Cul De Sac and Cliffs, since the houses are in distinct clusters, and once you know those clusters you can gauge the distances pretty easily). Of course, since I made the levels I couldn't really anticipate that the initial runs of them might be a bit frustrating, I guess that was a design miscalculation on my part.
Thanks for the feedback, and I'm happy to hear you had an overall good time with the game!
Dystopian future where nothing matters more than same day delivery. Time travel was invented only so more packages could be delivered in the same day.
Really though, this in combination with packages increasing in value the longer you're in a level was a game design decision made to keep players invested in each run of the levels, since otherwise there would be no real incentive to try to be better at the game.
Thanks for the detailed feedback!
I'll tighten up the controls a bit in the future if I made another platformer or continue this one.
It's a bit concerning that the animation didn't match the running. From my end it did. Was the game running at 60 fps? I've had other games where the framerate messed up the animations.
Thanks for playing!
I'm actually glad to hear you wanted more areas to use some of the abilities. This game ended up being a rough prototype of what I had originally planned (you can kinda see some of it in the background of the final room of the tutorial, the whole city on the other side of the door was designed to be one of many playable areas, I just didn't have time to finish it), so I might still make a complete game with these mechanics.
If by red ability you mean multidash I had considered using it as a way to catch yourself midair, but that would conflict with the airdash which is an overall more useful platforming tool. The multidash was originally just added to give the player an easier way to paint surfaces red. I may reconsider how it works in combination with the airdash though.
Really great visuals!
Thank you for having dynamic camera transitions between rooms. I've been playing Animal Well recently and the hard camera transitions between rooms that have interconnected puzzles/platforms have been rough, so this is definitely a breath of fresh air.
Design wise the game's pretty good, but please move your save points away from enemies. Even if you put them on a platform only accessible to the player. I died so many times from enemies just sitting on the save points.
Also I can definitely relate to the frustration of needing to cut the scope of the game back.
Really great and unique style!
Unfortunately it's a bit difficult, some way of healing would go a long way to fixing that (unless it already exists and I just missed it, which is entirely possible). I'd also recommend you put the control's in the game's page, I thought I had missed something early on until I realized by chance that you start with a double jump.
Curious to see where you take this, if you continue development. Overall solid entry!
I can definitely relate to jam induced crunch. Good luck with fleshing this out and on future projects!
Also for game jams, I have a strategy of tiering the systems and mechanics I want in order of importance, and then gradually cutting the less important stuff that hasn't been implemented as the deadline gets closer. This way I'm able to polish the core systems a bit more, while leaving out things that are underdeveloped and might hinder the game. I started getting much better feedback and scores after switching to this system (though I haven't quite won a jam yet, so take it with a grain of salt).
Very well made puzzle game! The art style is amazing.
There's a few minor issues I found, first you can get negative keys by reversing in the first room, and second, it wasn't immediately clear that blue objects don't get reversed (I thought it was a bug at first), which made some puzzles appear impossible until I realized it was intentional. Otherwise this is really great!
This is a good game that in my opinion lacks a handful of things that would make it incredible.
First of all, this game does a lot of things well, the art style is really great, having a day system to track progress is awesome, and the 'sell all' button is a great QoL feature.
My main issue is that there doesn't seem to be much incentive to engage with the game's systems. It's cool that it has a shop, but why is it needed? You can dig every grave in the level without it. You have enemies to fight, but why bother if you can just run around them? There's a timer tracking how long you've been in the 'game' part of the game, but why? You're probably only going to be there for a minute.
This game desperately needs better progression, since that would tie everything together. There needs to be a reason to stay in levels longer, or explore further. Maybe levels could be larger and randomized? Or there could be more or harder enemies the longer you stay in a level?
As it stands the game is fantastic on the first run, but provides no real reason to keep going despite asking the player to do so.
I really hope this doesn't come off as harsh. I do think the game is good, but I also think whatever you make next could be so much better.
This game caught me off guard. To be completely honest I wasn't expecting much after the first few seconds since it seemed like it was just going to be a short, hastily cobbled together platformer without much attention to detail. I was absolutely not expecting such a well made environment in the graveyard. Remarkably good visuals and atmosphere, really great use of colour too, well done.
This is a really nice game and cool idea.
Unfortunately the balance kinda throws things out of whack for me. I spent most of my time trying to avoid the slimes so I could build up enough of an arsenal to progress just to get taken out in one hit by the phoenix in the sewer area.
I read that this is more of a proof-of-concept than a complete game, so I'm sure you have plans for expansions, but a few specific things I think could benefit the game is a higher water drop rate (since you need it for everything but as far as I can tell you can only get it from the first four graves), visible stats on items and enemies, the ability to use healing potions outside of combat, and more locations with cauldrons.
This is still very well made, and one of my favourite games from the jam so far. I'm willing to take another crack at it if there's something I missed, like some kind of strategy that makes things a bit easier/more balanced.
Thanks for playing!
Also sorry about the grind. I set the shop prices a few hours before the jam was over, so I didn't have much time for play tests. If you focus on getting the tommy gun and a few speed upgrades it's pretty easy to dig deep enough to find tons of diamonds in each run which drastically lessens the grind though.
That's a really creative movement mechanic! It's a bit short (understandably), but I really want to see what this could be expanded into!
I did encounter a couple of issues, first you can move outside of the screen, which seems to softlock the game. And second, for some reason the game doesn't scale with the web display. These didn't factor into my rating, I just thought it would be useful to know.
Really great work with the visual style. You got a lot of mileage from that colour palette, and the sprites are very well designed.
I have some issues with the gameplay though. It's pretty easy to break the game by just spamming the cheap gravestones, at which point you're just watching hoards of enemies die without much strategy involved.
Since the theme is grave digging, maybe the gravestones could only be placed on dead enemies?