The animations (characters and VFX) combined with that music are on the highest level possible. I literally enjoyed every second of it. I can't thank you enough for sharing this beauty! <3
Ninjin42
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Art was quite interesting. 3d models and especially the liquid VFX was enjoying to watch.
The combat has no depth, you just spam X for smaller enemies or spam R2 and run away from bigger enemies. Not sure if it's because of time constraint, but def. make AI more interesting instead of spawning more enemies to artificially increase difficulty. Enemy shields could last longer, so you actually have to wait/evade until the right moment. Then strike with R2, but make cast time longer and attack stronger. Just 1 idea. Also change attack speed on X + direction attacks. Maybe X + forward is faster, but deals less damage. Visual change is not enough variation for my taste.
I couldn't detect any sound issues, it was fitting and smooth. Great job I think.
A little bit nitpicking on the gameplay, but I'm really thankful for playing this game. These students really raising the bar every damn year <3
Thanks for playing the game and pointing out the bugs! <3
It should be possible to restart the game with R, but it was only mentioned on the submission page, so I'm sorry I failed to implement this hint in the game :/ Besides, it would still reset the game to level 1, so not much difference anyway :(
And yeah, the win condition check is after every move and only checked for puddle and burned tiles. I was shocked when I saw it on Shadowrivers twitch stream (the guy who plays every game). Thanks for reminding me, I made a notice on the submission page. <3
Thanks for playing the game! <3 I completely agree with the restart. I had the idea to use level streaming to transition from puzzles, so player end position is the start position for the next puzzle. I thought it will be 2 complicated to implement a reset and put focus somewhere else. Now when I think about it, I just needed to unload and load the current map and only reset player position, sorry! <3
Made a postjam update (https://ninjin42.itch.io/a-regular-day) to include keyboard controls and...
- fixed minigame 2 (previous Quick time event was not resetting the timer and lead to very short reaction time)
- made projectiles bounce and fixed collision with employees
- using random stream for all minigames
- made everything destructible except some tea pots at minigame 5
- disabled collision of destructible meshes, so player and employees won't get stuck
- made sound loop and added the correct soundfile for minigame 5
- packaged with Blueprint Nativization
Was no big issue, just a little 'what the' moment. Anyway, the game is literally a masterpiece. Visuals are absolutely beautiful! (already said that when giving the game 5 stars, but somehow people downvoted me for pointing out the weird packaging, like... is this not the right place to ask about this or why the hate?) <3
Have to share my opinion. Game looks great, but the execution and the demo have some critical flaws and it's shame that this is the only representation of the game.
What's up with the Shield bar? I can only block once anyway. Took me a while (a minute or so) to realize I have to wait till it fills up to use it again (mostly because game doesn't tell me and introduced me to another feature already).
Player doesn't know how much health the boss has left.
Camera sometimes snaps, looks like gimbal lock.
The menu is confusing, player doesn't know on which button he is if only 2 options are available.
You can't skip the intro with escape/space/enter/start button.
Music got repetitive pretty fast like that.
Really tried to give the game some chances, but the above critics made me give up pretty fast. Again, I feel it's a shame, because the game looks like it has a lot of potential, but kids are spoiled these days and the demo should be smooth as silk.