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Maaack

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A member registered May 03, 2020 · View creator page →

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Thank you very much! I was also really happy with how I prioritized features for the time. It usually doesn't work out this well.

You were very close to the max of 150. Congrats :-)

Very cute! Nice art and music, and I found the writing light-hearted. This was an interesting combination of mechanics, too. I appreciated you guys trying something different, with a nod to Towers of Hanoi. 

As others have mentioned, additional visual feedback on the wand control would help; I also had towers collapse on me unintentionally. I would like larger colliders on the frogs to grab. Also, the gameplay was getting redundant for me before I got to orders requiring the large frog. I noped-out at the request from the Eye, as that just felt like grinding. That said, I did enjoy most of the time I spent in-game.

Congrats to the team for your first GWJ submission. Really neat concept and I look forward to seeing more!

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Very pretty art and the song was a delight. As others said, it was a bit tough to play. I seemed to get ships spawning on opposite ends from their targets in the very beginning both times I played. I would have liked to have seen the theme play a bigger role in the mechanics, too.

Great work to the team! I look forward to seeing what you all make in the future.

This was fun! I played it to the end twice, just to see the other upgrades. I had some control issues with how the balls launched, and sometimes they seem to break much sooner than expected. Still, I enjoyed wrecking the whole tower over and over. The rogue-lite elements fit well.

Congrats on your first GWJ submission! I look forward to seeing more.

I thought this looked great and was pretty fun to play, too! Beautiful artwork as always. I struggled with some of the movement controls, and sometimes had issues with the camera. There were also some issues of clipping through tower walls. Played a few times though and enjoyed myself. On my last playthrough, at the start of round 8, the tower instantly lost all its heath before I saw goblins reach it, so I stopped there.

Great submission! I'm curious what kind of strategies end up being dominant for other players.

That was fun. The initial experience was a bit like being thrown into the deep end of the pool, and I didn't quite understand why I won the first time. Then I played again, and also read the page. The jumping and movement controls felt responsive, so replaying was nice. I would have liked to have seen the theme play a bigger role in the game mechanics.

Congrats on your first submission to GWJ! 

Very cute!  I really liked the art and the movement controls felt responsive, too. I couldn't figure out the engine alignment puzzle, and I probably misunderstand the goal there. May come back to this later, as I'd love to see more of the content.

Great first submission to GWJ. Looking forward to seeing more!

Yay! Thanks for checking it out again :-)

It is much easier on the eyes. Thanks for the suggestion! I think I will make Mid the default in a following update.

Nicely polished and really delivered on the story experience. Great ending. Sad, but kind of made me chuckle, too. I liked that the theme played a role in the mechanics, even if taken very literally. I liked needing to drop the candle in places to continue forward. Also, the lighting was well used and enhanced the atmosphere. 

I would agree with others that the controls felt pretty dated. I also think I encountered a bug where the grate would not respond to interaction.

Overall, fun experience, with some impressive cinematic qualities to it. I look forward to seeing what you make next!

Here's a version scaled for 1280x720: https://maaack.itch.io/a-darkness-like-gravity-low-res-edition

Hope you get to experience the game.

Hey, very sorry you are unable to play. Is the issue on web that it stalls on loading after pushing play? I can make a low-res specific version, too. What is your monitor resolution?

Great visuals and use of lighting! The movement and controls felt modern. The inventory system was very functional. The world was pretty immersive. I liked that the theme played a role in the mechanics, even if taken very literally. I really enjoyed this and intend to go back to it.

First playthrough, I got as far as getting the lab key, but fell through the floor running down the ramp from outside. There are other issues with meshes here and there. The gameplay did start feeling redundant, and some aspects hurt the immersion. But despite all that, I felt like I was playing an actual game.

Great work! I look forward to finishing this game and playing your next one :-)

Oh, good observation. I'm remembering now the dungeons are meant to introduce some of the first risk in the game, as you can miss a shot and need to restart. I wanted to avoid combat, too, but a sense of urgency could still be added. Puzzles could need to be solved in a certain time, doors could be on timers, etc. Thanks for the suggestions!

Thanks for the kind words! I'm glad you liked the ending, too :-)

I appreciate the follow up! Correct, I don't have a developer certificate. My understanding was that Macs give that message for a majority of downloadable itch.io games, but I haven't tried personally. It's very possible it's because of the shaders. I've been running it in Brave on Linux, but I will test other combos. Thanks again for trying it out!

I'm a fan of the SproutLands tileset. The other art also fit in well with the color palette and style.

Unless I was missing something, the game seemed setup that I could not defeat the first waves. I just had to impatiently watch and accept damage. It wasn't until about the 3rd day I could start making some interesting choices with how I was spending resources and where. 

Also, when I had a row of acorn launchers, I noticed the acorns would disappear a split second after being launched and not reach the target. Some would make it and "Miss" or hit, but a majority just fizzled into nothing. I struggled with the controls a little bit, too.

Good work getting a high score table plugged in. I think with a focus on polish and QoL improvements, this could be a fun competitive tower defense game. Congrats!

Thanks for the feedback! If you found the special orb and brought it back, then you didn't miss anything. The 3 dungeons get progressively darker, requiring using the orbs/torches more for navigation, but the interaction mechanics don't change. I'm curious, what kinds of new mechanics did you hope the dungeons would have in store?

I'm glad the throwing felt good :-)

Thanks for trying the game out on your stream! And for providing the results of testing on the Macbook and the different browsers, too! That is very helpful. There's probably at least a few things I can do to improve the compatibility.

Thanks for reporting the issues and the browsers you were using. I will try debugging it. Does the downloaded version work any better?

Fun little game! I appreciated how you incorporated the theme into the mechanics. It was also good to see a tutorial level, key-rebinding, and some accessibility options. I think the levels scaled in difficulty reasonably well, and I found the ghost level a fun way to subvert some of my expectations.

I preferred the shorter levels that reduced the punishment for failure. I think impatient players would appreciate a checkpoint in the last level, or splitting it into two. Some of the default control choices went against conventions (C for run), so it was good to offer re-binding. Though the rebinding captures mouse motion as an input, which is probably not intended.

A very solid first jam submission. I look forward to your next game!

Nice work! Not only was there a game with a challenge and a final boss, but you also have key-rebinding, different game modes, and instructions in-game. There's actual polish here, which I'd take as an indicator of good scoping and time management for a jam.

I'd echo the feedback that the game lacks visual clarity. I'd also like to see the theme play a bigger role in the game mechanics. As it was, I didn't see a point in trying to engage any enemies, so I just stayed at the top of the screen until I got to the boss.

Congrats on your first submission. I look forward to seeing what you make next time!

A cute little dungeon crawler. I appreciated that the theme played a role in the mechanics, too.

I'd echo some other comments, like the missing feedback on doing damage to enemies. I don't always read game pages unless I have problems playing, so I assumed walking into enemies did damage. I think SFX for attempting to move onto blocked tiles vs. hitting enemies would go a long way.

From reading the comments, I understand that you didn't get in all the features you wanted. However,  the bones of a dungeon crawler are there. I saw procedural dungeon generation, grid-locked movement, enemy variety, and combat. There's still a lot to go, but hats off for the progress you made during the jam.

Congrats and I look forward to seeing what you make next time.

Great music and a fun little challenging game, though sometimes a bit frustrating. I did not make it to the end, even on easy mode. 

The first time my character missed a platform and fell, I found it weird that all the platforms below the current height of the screen unloaded, but still made the PC fall through that space. The pickup that launched the PC up was great until there wasn't a platform to land on, too. I also would have liked to have seen the theme play a role in the game mechanics.

Good work to the team on your first submission! I hope we get to see more in the future.

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Cute little game for 5 days of work! I appreciated that the theme played into the actual mechanics, even if taken very literally. The music was fitting, but a jump SFX was notably missing.

On first playthrough, I misunderstood that I could still use the flashlight after I started moving, since the instructions disappeared, but "[shift] for hint" stayed. Spacing was harder for me to judge on flat tiles, and tapping shift + space together felt a little unnatural, too.

I appreciate the effort put in to make randomized and beatable levels. I liked trying to encode and memorize the first level as jump spaces while I had unlimited flashlight, too.

Nice submission and I look forward to your next game.

Nice art in this. The ambient sounds also set a dark atmosphere. I thought the mechanics of switching modes/perspectives was neat, too.

I played after watching Vikfro's stream, and I did manage to beat it. I often enjoy complexity in game mechanics, but I still don't think I learned how my actions had consequences. From reading the comments, it seems you were on a time crunch and already aware of this. If you can get even one playtest in before jam submission, I think it will help a lot.

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I was a white duck, then I was a black duck.

Overall, cute little game. As others have mentioned, SFX would elevate this. Also game over / final score messaging.

Nice work on your first submission!

Nice little puzzle game! I enjoyed it the full way through. 

The controls felt smooth. I liked the use of lighting, too. Though I see the inspiration for flipping sides between light and dark, I would have liked to have seen the theme have a deeper influence on the game mechanics.

I'd second the criticism regarding the spike collision boxes being wider than I expected from the visual queue. I didn't have an issue with the blind jumps as much, as each time I took a leap of faith, I landed on something. The levels reloaded fast enough that 1 or 2 failed blind jumps would have been okay to me.

I thought the design of the puzzles and levels was good. They built up in difficulty at a nice pace, and none seemed too daunting to stop me from continuing forward. The game flowed from beginning to end.

Congrats on your first GWJ entry! Looking forward to what you make in the future.

Really impressive work on this! I played this after watching it on Vikfro's stream. Enjoyed going through it, but didn't get as much of a fear / anxiety response as some similar games. I liked how you incorporated the theme. The scale of what you made is impressive for the length of jam, too.

I appreciated the attention to detail on to the atmosphere, the interior submersible design, the enemy animation, and the level design. I wished I didn't have to stare at a throttle while operating it, and could look out the window instead. I had some conditioned response from other games to try holding right-click to see if it would free the camera movement.

I know from the stream that you worked tirelessly on this. I hope the experience itself was rewarding and inspiring, and that you aren't setting too high expectations on overall reception. It's a solid game. Congrats to the team!

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Thanks for trying it out! This package hasn't been updated for Godot 4.3 yet. They've just recently added TileMapLayers and are deprecating TileMaps. I plan to update this package for the latest version of Godot in the next month or two.

Regarding the specific bug you are facing, I don't think that's your fault, I also remember having an issue putting down the shingles a long time ago. I don't know if it was for the same reason.

Great work on the visual design! It's very pretty for a dark-themed game. The ambient sounds to the environment worked really well, too. I liked the writing, and the basic light/dark mechanics, though I would have liked to see the theme play an even larger role.

I didn't find controlling the ship very enjoyable. Though it was a living ship, it still piloted like a stiff boat. Maybe a trade-off of organic maneuverability for man-made parts/additions? I'd also second the feedback of the silhouettes of pickups vs. mines being too similar.

Really beautiful submission! Looking forward to your next game.

Nice job setting the atmosphere. I felt my heart rate pickup. I liked that the theme played a little into the mechanics, not just a narrative.

The movement felt pretty aimless. Once I saw a light, there wasn't a lot to the strategy of getting to it. Also, the flashlight didn't seem useful enough to me to warrant having to watch the battery or possibly lose the game. The ambient sounds work really, really well, though.

Nice work!

Funny you should suggest that; different monochrome colors for zones/dungeons were originally planned, and the shader supports it, but it fell out of scope for this game. I agree though, it'd look cool in the right game.

Neat, I liked that this had a variety of enemies with different behaviors/attacks.

The connection to the theme felt weak, and narrative rather than mechanical. I think some visual feedback, SFX, and music could make this feel much more fun to play.

Congrats on your first GWJ submission!

Congrats on your first submission to GWJ. This was short, but fun! The visuals and sound worked together to pump up the juice. Really nice attention paid to those details. 

The mechanics felt fragile; it seems there is more than one approach to gaming the game. I ran away in the direction of light until evil was 100, then turned around to fire a few shots into a crowd. Though I had fun finding my strategy, I was done with the game once I did.

Great work on this! I look forward to playing your next game.

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Thanks for playing and sharing the feedback! My fault on making that puzzle too obtuse. Two places I could see getting stuck returning on the Cliff. First, the 3 orbs keeping the doors locked should now be reachable to you. Second, there is a trigger behind the second doors, visible from the sides, but easier to hit with a blind throw from the front. Hope that helps and you (and others) are able to reach the ending.

Apologies to everyone wanting to participate! I've identified at least 2 major issues that are preventing a majority of people from recording audio. I aim to release a post-jam version that addresses these issues, and some others.

Thank you to everyone who gave this a shot. I know this game asked more of you than the average title. I really wish the outcome had been worth it, but I will try again.

Hey, thanks for trying this out! Sadly, the audio file uploaded ended up as silence :-(. I'm still trying to trace the issue. This has happened to another Windows machine, too. Your recording should be saved on your machine somewhere under `%APPDATA%\Godot\app_userdata\Lore of the Wild\recording_audio.wav`. If you find it, I'm curious if that version has audio.

I really appreciate you giving it a shot and am sorry about the outcome. I reset your status to Listening, and also set you to the 1st generation, so you can record your own custom story if you'd like. I will retest on my machine tonight as well.

Yeah, it was still stuck after I moved it to other books, and wouldn't appear in the other ones.

I enjoyed playing this! It was clever and cute.

I got as far as finding all the books a 3 verses, but then got stuck in a state where the Grape and Fox story would not stop having the beanstalk, and I wasn't able to get it to appear anywhere else.

Solid and original submission. Great work!

Thank you! Transcribing to text happens automatically on the server.

By the way, if you're JuicedFerret, could you try to re-upload a recording? For some reason, what ended up on the server was a silent clip 0:44 long. I reset the user's status to Listening.