Conceito interessante, gostei bastante da pixel art! O movimento do Dominic é um pouco lento, mas creio que seja intencional?
MisterProject
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Interesting game! Overall, I really liked this game's artstyle, soundtrack and concept, especially the stress and energy meters - a good mechanic to show how some options are sometimes less viable, despite good intentions.
I guess my only criticism are the caution and knowledge meters, as I didn't quite understand their impact. Were they mostly a mood indicator, instead of a gameplay resource?
This is immaculate, I loved it. Everything works together really well here - the main character's arbitrary task to collect petals displayed as a gameplay objective, the soundtrack's build-up as the mountain is climbed, and overall, the writing behind both characters' dialog is just... great.
You really know what you're doing, honestly. I have almost no criticisms - this is a great little narrative about trust, ambition and support, and it fits itself perfectly within its gameplay. It kind of reminds me of Celeste, in a way.
If I have just one piece of advice, it would be a small Godot trick - you can switch to 'Characters After Shaping' in the editor label (inside the 'Displayed Text' tab) to avoid having text at the end of a dialog box suddenly jumping over to another line, while the characters are being loaded. It's just a little visual improvement.
Really liked this one. It's simple, and it's short, but it's effective - like a sword. Polished to a brim, and really impressive for someone just getting started with Godot!
Speaking of which, are you a gamedev veteran? Maybe I'm assuming too much from the narrative, but I don't know, this game seems really well-made for someone just starting out.
Really liked this one. It's simple, and it's short, but it's effective - like a sword. Polished to a brim, and really impressive for someone just getting started with Godot!
Speaking of which, are you a gamedev veteran? Maybe I'm assuming too much from the narrative, but I don't know, this game seems really well-made for someone just starting out.
Thought provoking to say the least. I would argue however that the examples cited all have a certain assigned explanation (humor, dread, sadness) which do point to the fact that even this nonsense does need to have a certain impact (perhaps not intended by the developer, but an impact nonetheless) on the player.
Which yeah, that might sound redundant, but what I mean is that "pure nonsense", which simply confuses everyone and doesn't evoke any other emotion or theme, perhaps is not an interesting place to explore. As you yourself said, excessive nonsense makes the player numb to the whole thing. I wouldn't say that the developer needs to have a rational explanation behind everything in the game, but I do think that they need to have a purpose. Maybe the purpose is simply aesthetic/emotional, as in "I think it's more impactful that way" or "I just found it funny", but it's still a reason to do it.
I guess what I'm saying is that I'm not really sure what you mean by "nonsense". Your examples may not make "logical" sense, but they still make "artistic" sense - you've identified an emotion that resonated with you, and the nonsense cited contributes to that experience. It's a piece of the puzzle, an ingredient of the cake, the product of an artist's mind, like any other.
If you suddenly discovered that what you saw was entirely generated by IA, and as such, the nonsense you saw was just the result of a glitch in the system, would you view it with the same eyes? I'm personally in the camp that the player's experience is all that matters, not the process behind it, and even I would feel at least a bit disappointed by that. I guess I still need to know that what I'm seeing is intentional. "Pure nonsense", as in someone just randomly putting stuff in, may be impactful or enjoyable, but it will never resonate with me as strongly as feeling connected with another human through a game.
Loved the concept, the soundtrack and the writing! These kinds of synchronization puzzles are always very creative to tinker around with, and everything comes together nicely as a themed package.
My only gripe with this game is its fail state - I think the game would benefit from a 'planning mode' where characters can move freely, and then an 'execution mode' where all actions fire at once. As of right now, I have to keep doing multiple runs to make them move correctly, which can take a long time. For a jam game, though, I can understand the lack of such a feature.
The concept is creative, but there's a reason why most games have you play as the tiny little guy - playing as the ship doesn't lend much agency. I found that the optimal strategy was to simply mash all four buttons, as there's no limit to their usage. As such, the game ended up a bit boring for me. With a bit more design polish and balance, this could become a really interesting game.
It's a good first entry. As people mentioned before, there are a few things that you could've tweaked that wouldn't have significantly increased dev time - namely, changing the player move speed.
Given more time, I'd also recommend adding more mechanics for more zombie-themed flavor - stuff like transforming people into more zombies, increasing speed after eating someone, or some kind of charge 'Aaaargh!' attack.
A great experience - the artstyle, soundtrack and writing all lend to a simultaneously introspective yet intense atmosphere. I've never had 'the talk' with my dad - I told my mom first, and then asked her to tell him separately afterwards. Although my experiences don't relate so much to this game's situation, I was still moved by it. I wish I could talk to him like this, but we both still keep our 'jokester' barriers up so much that even touching this topic would be too awkward.
Thanks for making this game.
Alright, after playing it for a bit, here are my thoughts:
- I really liked the rank system. It works both as extra motivation to switch weapons and as a tool to see how well I'm performing.
- Finally managed to pull off that fire explosion combo! I did feel it was a bit underwhelming, though. I'd increase its radius a bit, considering that it's a bit tricky to perform and requires a good measure of planning.
- I'm not sure if it's my fault, but a lot of the time when I'm trying to push enemies off the map with the 3rd weapon, I end up hitting the ground instead. Maybe have it go through walls?
- Is there a way to recover health? Something that kind of encourages me to play in a more "cautious" way is the fact that I (as far as I know) can't heal. DOOM 2016's big thing was its Glory Kill system, and although I'm not advocating for it in this game, something akin to that (such as eliminating a monster while invisible) would be beneficial to it, imo.
- I'm not sure if it's a bug, but sometimes the enemy fired at me even though I was invisible. Caught me a bit by surprise.