Very neat! A nice chill experience.
+ Cool visuals. I'm particularly fond of the aurora effect.
+ The choice of music is a solid fit
+ Straightforward gameplay loop that works well
- I wish there was a bit more interaction I could do. You're working with only 3 buttons, it'd be nice if there was more to do with them.
- There's not much graphical indication of what's happening. I don't know how many particles I need to collect to advance, and the train doesn't really announce itself, so if you're on the right side, you get no warning.
- I found a fun minor bug that's potentially a softlock: Collecting particles as they bounce will lift your character off the ground. While lifted, you can duck the train to remain in midair. If the train hits you in this state, you can no longer climb back up, and the particles eventually gather on top of the train where you can no longer collect them.
Nevakanezah
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Very nice! Caveat: I've never had the patience this genre requires, and never will.
+ Top-notch presentation
+ Chill music, and lots of 'juice' effects
+ Solid gameplay loop that's quite challenging
- For a game that involves dragging a slingshot bar to ascend, the camera really should leave more room below the player. The first few jumps were especially problematic, because it was difficult to drag my mouse down far enough to gain the height I needed. In fullscreen mode, this problem is even more pronounced.
- Game balance is the biggest flaw here. The sunlight bar gives you precisely 25 seconds, which is fairly tight for the first checkpoint, and very tight for the end of the game. I don't know if you can skip any platforms, but it didn't feel likely.
- The second checkpoint isn't actually a checkpoint. It only refills the sunlight bar; you never respawn here. Between this and the short sunlight bar duration, there's only one situation where you can 'recover' from a missed jump - if you landed next to the second checkpoint. In all other cases, the best plan is to just hold Z and restart.
Very neat! The visuals are absolutely on-point.
+ Great presentation. Visuals and music are very impressive
+ Having functional leaderboards is a very cool addition
+ Solid gameplay with effective UX
- I would love to have a different control scheme. ASDF feels a bit awkward, as I'd rather use two hands. Moreover, I'd rather control the ship just moving left and right one lane at a time. Maybe that's my audiosurf credentials showing.
- The performance issues are definitely real on that initial playthrough. They do go away, but I had two minute-long freezes off the bat.
- Some VFX to draw attention to exactly how your score increases would make a big difference. I'm not collecting solar flares, I'm avoiding waves of meteors, and i had to figure that out logically rather than the game showing me why my score was increasing through visuals.
Very nice! I rather liked some of the logical traps you had set up in several rooms that forced me to rethink my approach rather than waltzing right through every level.
+ Solid gameplay and clean execution
+ A good number of levels requiring unique approaches
+ The kick feature adds nice variation to classic light-beam puzzles
- The music definitely gets repetitive
- Id love to have some gems that were bolted down, or other variations that threw wrenches into my approach. Some rooms simply gave me too much material to work with.
- While the spooky text on every level is slick as hell, it was frequently beating me over the head with the level solution, when the design of the level would've communicated those hints equally well.
(Reposted from the itch page, don't mind me.)
Sundown in the city is one of the most beautiful sights you'll ever see, yet we can't keep our eyes off each other.
I invited him up here so we could finally get a moment alone for the first time in forever, but now that we're up here I can't think of a single good thing to say. I keep trying not to stare, but the way his shaggy hair ruffles in the breeze keeps catching the sun as if he was actually sparkling.
It feels like I've been here forever, stupidly trying to think of something to say. He must think I'm so weird, fidgeting here in silence. I glance over again to see him looking back at me, and the tension twists in my gut like a knife. Stupid! Stupid! You're such a weirdo!
I hear him shuffling on the stucco of the rooftop, and resist the urge to look again. Surely this is it: He's getting up to leave because I ruined everything. His hand brushes against mine... and settles there. The tension in my chest erupts into a warm cloud of butterflies that flush my cheeks to the beat of my pounding heart.
In my periphery I see him turning toward me, his mouth expectantly ajar. His eyes glance up to witness me viciously jerking my head in wide, flailing circles as the demon in control of my body finally asserts itself. My hair, overcome from the strain of whirling about my skull like a length of barbed chains, forces its way through the very material of my cranium, coming to rest somewhere in front of my neck.
As my dark lord and master makes his presence known before ushering in an age of eternal night our eyes lock for the final time, and the awkwardness of the moment peaks. His hand lifts away from mine and he shuffles back a pace, returning his gaze to the city skyline once more.
Sundown in the city is one of the most beautiful sights you'll ever see, yet we can't keep our eyes off each other.
I invited him up here so we could finally get a moment alone for the first time in forever, but now that we're up here I can't think of a single good thing to say. I keep trying not to stare, but the way his shaggy hair ruffles in the breeze keeps catching the sun as if he was actually sparkling.
It feels like I've been here forever, stupidly trying to think of something to say. He must think I'm so weird, fidgeting here in silence. I glance over again to see him looking back at me, and the tension twists in my gut like a knife. Stupid! Stupid! You're such a weirdo!
I hear him shuffling on the stucco of the rooftop, and resist the urge to look again. Surely this is it: He's getting up to leave because I ruined everything. His hand brushes against mine... and settles there. The tension in my chest erupts into a warm cloud of butterflies that flush my cheeks to the beat of my pounding heart.
In my periphery I see him turning toward me, his mouth expectantly ajar. His eyes glance up to witness me viciously jerking my head in wide, flailing circles as the demon in control of my body finally asserts itself. My hair, overcome from the strain of whirling about my skull like a length of barbed chains, forces its way through the very material of my cranium, coming to rest somewhere in front of my neck.
As my dark lord and master makes his presence known before ushering in an age of eternal night our eyes lock for the final time, and the awkwardness of the moment peaks. His hand lifts away from mine and he shuffles back a pace, returning his gaze to the city skyline once more.
Finally, the gamer girl bathwater is mine.
+ Very interactive combat that reeks of earthbound
+ Enemy attacks have much smoother animations than you'd expect
+ Fun overall tone
- Juggling the elements to attack is a bit awkward. I never found myself memorizing which button was what.
- Having to re-target enemies for each attack is arduous. Especially with the encounter rate being kinda high.
- That maze puzzle is the devil and those hitboxes are his grand design.
This game's real fun, even in the prototype stage. Speaking of:
AT THE TIME OF THIS WRITING, THE ICE ELEMENT IS NOT YET IMPLEMENTED.
I asked Lunar to confirm this; they say a patch is incoming after the jam.
This +/- list looks worse than it is, but there's a lot worth talking about:
+ Really fun game loop; I would play more of this. The elements feel fun and distinctive
+ The art is gorgeous
+ There's quite a few interesting upgrade paths to follow
- Enemies are fast enough that when they spawn in front of you, they're nearly unavoidable. Having no way to heal makes this especially painful.
- Ability balance needs refinement. To whit:
- Effects that slow/knockback are useless, because enemies push each other along even if you slow the frontrunners. This means that water and earth are trap picks for the first element, while wind doesn't do enough damage to keep up with just picking fire and oneshotting everything early on.
- The slow/knockback behaviour means that 2/6 of the available upgrades are not valuable. The optimal build is to take 4 levels of pickup range and get ring of fire to level 8 ASAP
- The levelup system triggers on EXP gained, but you can't upgrade anything unless you have the resources for it. You'll skip a number of levelups simply on the basis that you can't buy anything yet and have to wait.
- At higher levels, the upgrade system requires a ton of clicking. Others have mentioned the issues with costs/combining, but making 62 mud for that next upgrade gets rough on the hands.
This was fun! I made it to the 'good' ending after a couple tries to figure it out.
+ The music is nice, and the voice-acted sounds are entertaining. The mandrake jumpscared me, though.
+ The light colour mechanic is a real neat concept
+ Puzzles are compelling, and build upon the setting
- The light colour mechanic is not communicated very well. On my first playthrough, I didn't even realise that the settings had that option.
- Spamming left click on every object is optimal, which dampened the experience somewhat.
- I want my legendary bread.
Thank you so much for the feedback! There's a lot of stuff in here we hadn't heard anywhere else yet.
I have good news for you as well - Our composer has a Soundcloud!
This is some quality feedback; thank you so much!
While I may not be able to sate your thirst for gameplay polish, I can at least answer some of the questions you might have:
- 2/5 of the team is brand new to game jams (I'm one of them), and the others cap at about 3 past jams. It's definitely been a big learning experience for us!
- You're the first one to notice the two left hands; it was originally unintentional. This is what I get for tracing reference material.
- We re-used the same progress bar for customer patience as well as recipe progress, hence the coloured indicators. It was designed with the patience meter in mind, and has no effect on the recipes.
- We spotted the quick-fill behaviour during development and decided to apply a penalty to tips for incomplete pours, but the feedback so far has shown that this was unclear to most people. It's on our list of future improvements.
- Speaking of the list: Mechanical complexity and multitasking were the first two entrants. You'll have to chalk this one up to relative inexperience.
- I'm afraid you're the first I've heard of the night phase breaking like that. I don't expect you'll re-play the game, but if you do encounter that error again, a screencap of the game and the browser console log would be invaluable in hunting it down
Thanks again for giving our game a shot!
The gameplay loop is tight and fast-paced enough that you can almost forget about the fact you're bringing people a hot cup of spaghetti. Nicely done!
I agree with the comments saying there's a bit too much running to do. A few improvements come to mind though:
- having intermittent breaks between customer waves to prep more drinks for the counter
- making the counter/shop smaller and faster to navigate
- Allowing the player to take orders from the front side of the register
- customer hitboxes being a little more generous
I did encounter an issue that isn't on your list, as well: If you have a coffee in your hands and you're *just the right distance* from the counter, pressing space will delete the coffee from your hands without actually setting it down.
This is the most metroidvania platform hollow celeste runner i have ever seen.
The mechanic where super goomba stomp turbo into McWavedash accelerates you to the capture point is very indie.
I wish you could Celeste a shovel knight when you bunny hop though, it would be nice to korean backdash while I ABH.
There's a number of good options to improve the bats, I think. Atm they hover at whatever position they approached from, which means they're never at the same angle twice. You could have them prefer remaining at one of the 8-way directions to the player perhaps, or exchange their projectile for a wide horizontal swoop attack so players have a chance to hit them as they approach. Future potion upgrades could also explode in midair to flak-cannon more agile flying enemies, perhaps.
As for the aiming/binds - Treating it like a twin-stick shooter (Binding of isaac and metal slug also come to mind) is probably best.
- Movement stays on WASD with other utility keys being proximal to the left hand (Q, E, Tab, R, F.) I'd personally put heal on Q, but that's subjective.
- The player aims toward the cursor's global position, allowing players to move and aim independently
- throwing a potion is on Mouse 1, and you can maybe have mouse2 for potion swapping?
With SFX, you could probably just have a single fire sound playing if any of the braziers are on, and it'd get the same effect. No one's gonna call you out for having the wrong number unless you're using geospatial audio.
For me, the big sounds I wished for were things like:
- Sound of putting out a torch
- Sound for when a puzzle is completed/a door is opened
- Sound for when you're standing in the light
- And maybe a sound for charging/executing a dash
Just out on a typical walk, firebombing the woods.
+ Crazy good execution. I doubt i can say much other comments haven't
+ Exploring feels great, potions are interesting
+ UI and controls behave exactly how you'd expect from an actual studio title, but this was made by 3(?) people
- For a combat system focused on projectiles, there are so many bats to kill.
- The keybinds on keyboard are kind of a mystery. Why K and I to attack and heal?
- Potions can be thrown at many angles, but choosing those angles with WASD is real difficult. Would've loved to use my mouse instead.