Great work Tom and Dad games! I couldn't find the Golden Crown Plant but I did eat a lot of turdmelons, yum. Looking forward to what you do next! :)
NuclearFriend
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Very cool music and visuals! I finished it and overall it was a pretty neat little game! Just some feedback on some things that felt a bit off and haven't been mentioned yet:
- You can just spam shoot and generate a lot of charged shots very quickly! Felt like he would click his fingers multiple times for one "beat", so a limiter here of one timed shot per beat is needed.
- The jump was a bit frustrating at times, especially when sprinting I felt like it wouldn't register my input. I would probably look up "coyote time" and consider adding some to your jump!
- I was super confused what the "wall walking" portals were, the first time I walked into one I just assumed my game had totally glitched out hahah. They were also a bit hard to see at times, I spent a while looking around for the last one.
- Having the bullet/ammo only consumed on a miss was pretty confusing for me, as it is pretty counter intuitive to how a projectile weapon works. Also as you also already have a "miss-timed shot" negative balancer of not generating the blue bullet charge shots, it felt a bit superfluous. But if you really wanted to keep it, maybe need to dress it up a bit differently than with literal bullets/ammo (high/low energy shots etc).
- Some feedback for when you get a "charge shot" would be great!
Sorry for the dump, I liked it a lot so wanted to outline my issues properly for you. If you were aware of all of these then all good. I wish you the best if you want to take this further! :)
Pretty dope overall, nice work! Huge variety of enemies, lots of content for a jam game!
Took me a bit longer than I'd like to admit to figure out I needed to lock onto an enemy to punch them at the start haha, maybe a basic "Press F to Lock On" prompt for the first fight would really help here. I didn't really understand the powered up fist mechanic too well either (how to unleash it?) but now I'm looking it seems you just needed to do a full charged attack, maybe just needed some more feedback.
I was interested in using mouse movement to dodge but the execution was a bit lacking, I didn't really know if I was doing a dodge or not. But it was a good attempt at something a bit different and novel. :)
I hope you polish this up a bit more in a post jam build! Will keep an eye on it. :)
Oh no please don't apologise, I totally get it's not meant to be perfect! Just my feedback about how I felt playing it, as I'm not a fan of "jump scare" stuff but I love atmospheric creepy stuff. And was just trying to be a bit funny with the feedback, sorry if it sounded flippant. It was a 10/10 experience in the rooms though and awesome for only 7 days of work. :)
Really well done for just 7 days! As for feedback, I didn't want to be redundant, most of it was already really well put by @ParukhrMD so just re-read his. :)
I'd love to play an expanded version of this!
This was pretty neat, I'm not sure I've ever seen this concept done in 3D before! Some feedback-
- Was a bit hard to tell which side the visuals were on, particularly when there were a lot of overlapping elements, but I can see how it is quite a tricky problem to solve and you made a decent attempt at it!
- I got a bit frustrated when I hit the spikes in the tutorial and it made me replay it from the start hahah, but I persevered through it. :p
But overall great entry, nice job!
Thanks for checking it out man. The FOV was my bad, we like to render the first person weapon at a lower FOV but I forgot to setup the cameras to render the game at the higher one. Doesn't make me sick though, but I have heard it can do! The game view is now rendering correctly at 80 FOV (weapon at 70). :)
Curious though what FOV do you usually play your FPS at? If we had a FOV slider, what range of FOV do you recommend we support?
This was cute, I liked the boss character art, the faces definitely amused me. There were a couple of painful points I wan to try give some feedback on!
- I had some trouble understanding how to complete some of the tasks, such as filing the papers, I didn't quite connect to use the filing cabinets (maybe I'm just a dumbass here tho hah)
- I thought I was meant to mash E to fill the progress bar while doing something but instead it just triggered the object again (sound would restart) and kinda glitched out the bar, took me a while to figure out what was going on here.
- Difficulty felt a bit brutal, the number of tasks scaling up quite quickly even when I was failing to complete the single ones I had.
But overall nice effort! :) Thanks!
- Love the visuals
- Music a bit grating eventually but was dope the first time haha
- Movement feels great, especially like the launch when the rocket boosts you
- Buuut, found it pretty hard to get a hit on the eyeball to keep launching higher... And also ran out of rockets very easily..
- Was also a bit confused by the lava, didn't realise it was what was killing me / ending the run for a while
But sweet entry, thanks!
Pretty damn awesome for a jam effort, feels like a really cohesive and complete game! I think some of the controls for the inventory management were a bit confusing and took me a bit to figure out but it all works once you do. I think I was tripped up by it's encouragement of using the mouse but without really supporting mouse usage for UI and directional controls.
And I love the art too, so much art! How the character mimics what they have equipped, daaamn. Didn't look genuinely 64x64 but the spirit of the style was there.
Music was really nice too, the ambiance was quite harrowing and suited the world well.
SO MANY WOLVES MURDERED!