i think the way the fire presents the player with multiple different playstyles is really cool! nice job :)
maxwell_mph
Creator of
Recent community posts
yea we are in a similar boat with the jank. to many problems not enough time lol, definitely needed to playtest ours a bit more. btw, as i said in the other comment section. i think your game is super cool and if you continue it let me know. i think if you had time to smooth out some of the kinks it would be one of my favorite games in the jam :
i think the slippery movement of the ship gives the player a skill to improve at which definitely helped keep my attention for longer which was great. i think there are a few things that would really take this to the next level! one is sfx. you might already be working on this since you said its unfinished but i think sound goes a long way. the second thing is either a difficulty curve, i think this would help keep the players interest for longer since once you get used to the movement there isn't to much to work towards. nicely done, and i hope you finish your project!
this was super neat! it feels pretty polished when playing, and its really fun trying to maneuver around the eyes using the platforms and the movement abilities you gain. the one issue is that i ran into was with levels tot completing (the doors don't always open). maybe i am just doing something wrong though. this is a little bit of a bummer since it prevents combining abilities to builds a bit. despite this but the game is really awesome! i think if this bug gets smoothed out you have a really fantastic game!
thanks for checking out our game! i am glad you liked the visuals. i agree that the levels are a little to big (and a little to hard). i think some more playtesting would have gone a long way. these issues especially come into play when trying to convey the theme. since its so tuff to make it to the boss battle (were the buffs and debuffs you collected throughout the run get taken by the boss(your first decisions influence the last part of the game)) the theme is kind of lost to most players. thanks for your feedback and support!!
thanks! i think we made the game a little to hard lol. at the end what happens is all of your buffs and debuffs are removed from the player and given to the boss. this way the player can choose debuffs to weaken the boss but make the levels harder or chose buffs that make the main levels easier but the boss fight harder. this way your choices earlier in the game (your mistakes) influence the final battle (the last part of the game). i think we should of made the earlier levels easier so that making it to the boss is more manageable. i think it would have been smart to do some playtesting lol
i really want to love this game since its so cool but i think it it feels just a tiny bit to jank to fully enjoy. i think if you made, the rifle raycast instead of projectile (or just made the projectile really fast and raycasted between the past and present points of the projectile) or made the boss attack a little slower it would go a long way. i gotta say the visuals are truly awesome especially for a game jam and i think the vibe and atmosphere were done beautifully. i think with a little tweaking and polishing this would have a lot of potential, despite the fiew issues i mentioned this was one of the cooler experiences of the jam and the scope of the project is truly impressive. keep up the great work!!
edit: we went for a similar thing with the cards and i gotta say i like the way you implemented it more, super neat!
this was pretty neat! the sound effect for parrying was a nice touch. one thing i noticed was that if you spam parry you can kinda cheese the fight. i think if you were to continue working on it in the future a stamina bar would be awesome. if you had the stamina bar and added faints to the enemy i think it would really take this game to the next level! well done, i had a lot of fun playing it :)
this was amazing. lately i have been trying to figure out what makes games fun, i haven't found my answer yet, i think its probably different for everyone. whatever it is though, you nailed it! i think a lot of the time platformers are not always the most fun since they often start to feel rather bland (at least for me) but the way mechanics are slowly introduced, spun in a creative way, then combined with others created a really satisfying game that kept me intrigued. and the polish on top of that makes this easily one of (if not) the best games i have played this jam! well done :)