Funny idea, the captions were great. I want - perhaps need - the thrown bottles to be able to hit Sakana.
noremac7777
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Interesting aesthetic!
The TTK on the snowmen is very unforgiving; imo there should really be an audio cue, or checking for them should be easier. I checked the room, saw nothing, and died ~5 seconds later on one occasion, unless I misunderstood something. I'm not personally a big fan of mouse controls, especially in full screen; it's ok for the interactions but the buttons are small enough to be frustrating, though part of that will be me using a trackball. Being able to press A/D to switch screens would go a long way for game feel.
Fun idea anyway, and I think the working area is laid out well. I'd love to see it polished up a bit!
Thanks! The screwdriver is currently useless and the hairdryer's use is broken in this build so sounds like you got through everything :) There were a few ideas but I didn't find enough time to work on it over the holidays; I'll at least do another art pass and probably try to polish up the progression, maybe add a couple more "puzzle" elements/sequences.
Cute! Sound effects would help, I usually don't have time for them either TT_TT. You already know about the UI issues. More effects on the attacks? Help make things pop a little more, add clouds for toxic for instance. Maybe a specific effect/sound cue when an attack gets reduced by armour. Readability stuff.
Thanks so much :D
Yeah the cliff took a backseat; it's literally the first thing I slapped in there "temporarily" to bridge the starting cave to the arena. Intention was to make more of a "level" leading up to the boss, to introduce the shooting mechanic and the fire that got left out.
Damn, thought I added the reset for the rotating phase. Guess not, or maybe a path exists where it gets bypassed. I also managed to become invulnerable in my own post-patch testing, no real idea how.
Yeah I've even got a system on the player to choose different respawn points but didn't find time to a.) place one or b.) add appropriate scripting to actually select a new spawn point. Would've used campfires like the one in the starting room to indicate if I'd managed to make enough of a level to justify multiple checkpoints but eh, game jam timeframes. Thanks again!
Edit: and your response to the shooting is basically everything I was hoping for with it :) with more balancing time I might've limited the auto-aim so that you had to at least be facing towards the target to add a skill floor to that element (most likely with the health bars adjusted down a bit) but again, without introducing the mechanic properly to the player that felt like it could be a bit impenetrable.
Cute! Lego props? FPS drops in the main area for some reason, if you're not using the foliage tool for things like trees and rocks then that might help. Also if this isn't a shipping build then those come out a bit smaller and sometimes run smoother too, but obviously disregard that advice if it is.
To some extent going for lower angles to get boxes out of the way faster helps, but I'm sure it's way overbalanced in favor of chaos at the moment. I did experience stuck boxes when I was testing, but they tended to find their way out eventually so I put it on the backburner. I'll revisit again, possibly I just need to add a minimum velocity to bounces. There are bronze/silver/gold targets for each level; the bottom right tracker is meant to update as you pass them but it did bug out fairly often when I was testing, especially when the level was changed. I think I've got a slightly better idea for how to display those targets anyway now. Generally the bronze is ~50-80%, silver is ~100%, and gold is the amount of score you actually get for 100% of the boxes with the streak bonus(es).