Thank you so much for the feedback ! Actually, i initially wanted to make this into a puzzle game. Although i decided to change it into a fast-paced game after looking at the aesthetic and my non-existent time management :'). I guess i subconsciously landed somewhere in the middle lol. I will keep your feedback in mind for future games !
NoArt278
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Hi ! Sorry it took so long for me to take a look at your game again. Lots of IRL stuff happened after GMTK :'). Alright ! let's get to the review.
Changing the camera into first person is a really good change imo. It solves the previous camera problems and makes the environment and puzzles more immersive. The player is also a lot easier to control. The pipes in the last level look a little weird due to transparency, but it's a minor problem and the pros definitely outweigh the cons. The starting dialogue, ball ammo UI, and ending are also great additions ! Lovely trees and environment in the ending btw ^-^
Next, i still did encounter a bug. When throwing the ball, it sometimes goes straight up instead of forward. I think the ball throw is also a little too far for first person view. Also, in the pipe level i accidentally fell in an opening near the level entrance, specifically the one on the right edge when entering, and i couldn't jump back up. So, you may want to look out for other "soft lock" areas like that.
Overall, the update is really good and greatly improves from the jam version. Awesome job !
It's a really great endless runner ! I really like the art style and music. The controls also feel really smooth and i like how quick it is to deflect projectiles. I tried running it on both chrome and edge but for some reason it still lags a bit on some parts. It's not that much of a detriment for me though. Thoroughly enjoyed it !
Really unique and awesome idea ! The game is really fun to play ! The visuals and music are also spot on. If i may make a suggestion, i think making the aim cursor to be a lot bigger and more visible would make the game a lot better. Because this is a game where you move around very quickly, it gets really hard to know where you're aiming. Aside from that, this is a really solid and cool game !
Really cool take on the theme ! Building a statue up to scale would've never crossed my thoughts XD. I really like the sounds and the style is also nice. A measurement tool would've been a really nice addition so players could know if they are spot on with the height or not. Overall, awesome game !
Also, i know this is a bug but i found it hilarious that after accidentally destroying the entirety of my first statue and submitting it, i got an SS rating instead XD. Perhaps you can add comments from the gods to keep and even add comedic effect after fixing the bug.
This is a really unique climbing game. I really like the mechanics, art, and the music. However, like others, the primary problem for me is the controls. Aside from collision detection and the dragging and rotation of the poles, i think the jump should be a bit higher and responsive. The player should be able to jump to the next platform when they are on the top of a climbing pole instead of falling downwards when jumping. Enabling vaulting after a jump could also be a nice addition.
I also want to give a few possible solutions for the collision problems. Are you by any chance using mesh colliders for all the platforms ? I think it would be better if you used the primitive shape colliders since most of the platforms fit into them. Also, have you turned on continuous collision detection ? It should help with the poles and player clipping through objects.
If you plan on updating this project, i'll be looking forward to playing it again with the improved controls. Like i said before, this is really unique and even with the control problems, it is still fun to play. Good job overall !
Honestly this is a funny game (at least for me XD). It's rare to see someone hand-drawing their assets like this, so seeing this is really neat ! I think adding more feedback like the enemies flashing red when you hit them could make it a bit clearer when you are actually hitting them. All that aside though, congratulations on your first finished game ! Hopefully you have recovered your sanity after that last part XD (i certainly haven't recovered mine after making all of my games (;・∀・) )
A cool survivor-like game ! I like the effects that happen when your addiction gets worse, like the addiction fire getting bigger, the attack becoming bigger and the sound and music getting more intense. It's unfortunate that you didn't have time to implement the restraint mechanic, would've loved to see how the gameplay would change. Aside from that, i think adding more enemy types and perhaps a super attack when your addiction level is at the right spot (provided you added the restraint mechanic) will also be cool additions. Overall, good job !
Really cool survivor-like ! Scanning enemies to gain XP instead of killing them is an interesting idea. It makes you have to decide on which enemy to spare and which to kill immediately, which is a nice twist on the survivor genre which usually just nukes the entire screen. I do agree with what others have said in regards to the balancing. Perhaps the scan and gun range could also be a little bit larger initially. Aside from that, it is a really fun game with a solid style and polish. Well done !
This game is really fun ! Combining particles into bigger ones feel really satisfying with the shaking and the particle effects. The music and sfx also really adds to the overall atmosphere of the game. The help arrow is a really nice touch, preventing players from getting lost. I didn't realize i was losing mass from getting near bigger objects though, i think it's better if you tell that directly to the player to avoid confusion on why they are not getting bigger. Overall, a really awesome game ! Thoroughly enjoyed it ^-^
Nice little game with neat looks and mechanic ! Having the enemies' attack range get bigger as you shoot at them is a very interesting idea that really pushes you to be precise and strategize. The only thing i wish was in the game is some background music. Overall, it's a really nice game ! Good job !
One of the most unique concepts i have, and will, see in this jam or any other jams for that matter XD. I literally have nothing to give as feedback other than dying because of overlapping a window with the character confuses me a bit and i haven't had enough, which is the same as everyone else so, uh, here, just take my vote !
Yup, this is one of those super polished games that was made in a really short time for a jam. Seriously though, ya'll be wildin' with this one. I can't even imagine the process of you guys coming up with a variation of Tetris like this XD. The art style and music are just *chef's kiss*. The gameplay loop is also really fun. I did find a minor bug where for some reason, the music is just stuck looping on a certain part if you scroll down the past the game in the page. I also keep mistaking K for rotating right instead of dropping a block (lol). I think changing the drop block key with something else would be nice, but it is a personal preference thing. Other than those two minor problems, everything's perfect in my opinion. Hoping ya'll get featured in the next GMTK video ! (P.S. sorry i didn't pay attention that enemy spawns were shown by the magic circle)
Really cool space game ! Like others have said, i really liked the music and the ambiance it provides. The visuals are also pleasant to look at and smooth. I really wished it had another gameplay element to limit your planet creation a bit just to give it a goal. Maybe some missions like "Create X amount of Y planet type to unlock Z planet type" or "Make a habitable planet". Overall though, still a solid submission. Keep it up ^-^
Really clever mechanic and puzzles. I love the design of the lil guys. I agree with the others that the controls are not really intuitive and takes quite a while to get used to. If I may make a suggestion, using A/D to rotate and W/S to move forward or backwards could make the controls easier. My team did it for our submission too. We found this control scheme to be more intuitive than using the entire WASD keys to move in an isometric view. Of course, it needs to be tested first to check if it also applies here, or maybe you already have. Overall though, I really enjoyed this game. Keep it up ^-^ !
Really cool and unique puzzle game ! I really liked the mechanics and the different things you do with it, especially in the B levels. The puzzle designs were also really good. I was wondering if you could ray yourself and then there came the mirrors XD. Overall, awesome game. Thoroughly enjoyed it !
Really funny game ! It's like a giant reverse Duck Hunt XD. I really like the sounds and how the birds formation changes, it's really smooth just like how the game plays. Also where the heck did those farmers get RPGs lol. That said, I think the tutorial could explain a bit more about the height bar and that you need to descend to the marked height to collect and deposit corn. That's the only bit of flaw i could find though, everything else is really good. Awesome game !
Really awesome game and definitely one of the most innovative ! I had quite some trouble getting through the tutorial at the beginning, but after getting through it things started to make sense and the fun begins. I would suggest lowering the tutorial's difficulty a bit though ^-^". At level 2 i also found myself hitting the spikes although i was not touching them visually. I think the spike hitbox there should be smaller. Other than those, I don't have anything else to complain. Once again, really awesome game !
a neat precision platformer. I liked the art, music, and that you're portraying the fight against depression. My primary problem with the game is the controls. It doesn't feel responsive enough for the precision required in the game, especially when the character continues moving horizontally while jumping.
And can i have a tip ? I'm stuck on the third room and can't figure out how to turn off the last lamp T-T. The switches work like the untimed ones in the second room but they suddenly revert back like the timed switches ?
alright, so, first things first, i am definitely not going to finish the game XD. Second, this is a good second game. Of course there's things that could be fixed like the controls could be smoother, for example allowing the jump charge to continue outside the viewport and allowing more horizontal movement (I'd say keep the bounciness though, don't listen to Solo on this one >:) ). But, it delivers the experience it is supposed to, and that's an achievement.
Also, don't worry if people get mad and smack talk your rage game. They are supposed to be raging after all :). Just take the feedback that are constructive and allow the rest to suffer >:). Most of us were just (half-)memeing too.
Really clever mechanics and even more clever puzzles ! Reminds me of Return of the Obra Dinn with how you're looking at moments from the past to solve puzzles. It really immerses you into solving each puzzle with rewinding the shadows and moving the light around. Like others have said, i really wished there was sound in the game as it would've really enhanced the experience (not that it isn't great already). I think music and sfx that sound mysterious and whimsical would fit the game, though i don't have any example in mind right now.
One issue i had was with the display scaling. My screen is too small to cover the entire viewport in the game page and the fullscreen button doesn't scale the display to my screen's size. This can be resolved by using the fullscreen button from Unity instead of Itch since Itch's fullscreen button doesn't rescale Unity games for some reason.