Thank you for your feedback, you are right, a lot here needs to be rethought and adapted for greater clarity. I'm working on it.
Octopus X
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Thank you for your feedback. I agree that there are omissions, perhaps even serious balance errors. I didn't record any videos for this project because I was hoping to watch how other people play this game first, to get a sense of the difference in perception. Yeah.. I need to balance game towards a wide audience and your detailed answer a step on that, in fact I really lack feedback because I balanced the game for myself. Among my friends, I noticed that people who played Quake series much could easily cope with it (like myself). And I'm in a difficult situation from a design point of view: on the one hand, I won't be able to make a game that I wouldn't play myself or take it too easy, on the other hand, it turns out to be a very specific gameplay, which is very far from casual experience. I carefully accept your point of view and will try to find a compromise. There still may be design errors which I missed, which cannot be attributed as part of challenge. Good design always has a difficulty curve that isn't presented here (I just didn't have time to get everything done by the jam deadline), and the game is probably too raw right now to evaluate as release state. You also right about lack of ingame tutorial or gameplay hints. Will work on that. Thank you for your time!
Thank you for your review and feeback! Surely there is things to improve, I'l work on them. Tetrahaedron is not a boss, not an enemy at all. This is you chance to stay alive. You deal that via "exchange" mechanic, I recommend you to read "How to play this thing" on main project page. This is designed as a hardcore game. You should dash and hover alot to avoid enemies. They will surely prevent you to collect yellow energy balls, this is by design. Anyway, I will surely try to balance this more in future builds.
Surely like for retro stylization! Aesthetically It's pretty nice for me, the only things where I would like improvements is controls and character physics. I understand it's about retro, but it does feel a little wooden. Also I have stuck in the wall inside first room when I walk around and inspect the capsule. Overall, this is nice project!
Thank you! Surprisingly, this game does not load the GPU much. If lags start, it's probably the CPU. Wine runs in emulation mode, which is really slower, especially when it comes to multithreading. Probably the physics engine does not have the ability to work multi-threaded in emulation mode, most likely this is the lags reason. For me this runs smoothly under 16 ms with 50+ monsters on Windows with Ryzen 5 3600 and GTX 970.
Pretty cool, nice sounds and visuals! The only thing I thought was that the ball didn’t bounce well off the drums. Game didn’t feel like pinball and therefore got boring quickly. Pinball machines often have the ball bouncing around like crazy, but here it moves too predictably and boringly. Otherwise this is a great project!
Ребят, привет. Предлагаю вам закинуть вашу игруху на Feeback Quest Jam здесь на итчио (https://itch.io/jam/feedback-quest-6-get-your-game-reviewed), так у вас будет шанс получить больше отзывов.
Это не джем в классическом смысле, т.е. вы не обязаны делать игру именно в указанный период, дозволяются любые проекты, в т.ч. сделанные ранее и демки. Но самое главное - фанфары - там будут стримеры! Пишу, потому что считаю ваш проект стоит того, чтобы его увидело больше людей.
Thank you! Taking simple mechanics as a basis, I spent most of my time working on their tactile and perception, the aesthetics and vfx. You are right, there are indeed bugs and missleadings in this build. I explained this in detail in one of the answers here. After the jam, I'll upload the correct version and continue working on the game afterwards.
Очень приятно видеть русскоязычных участников джема! Я заметил у вас тоже ретро-стилизация игры. Я это всячески приветствую, это просто кладезь нераскрытого потенциала. Благодарю за отзыв, будем на связи!
Very atmospheric game, surely has it's taste. Hidden gem, possibly! Interactions are neat. Is there plans make it something larger story, or it's already complete? Anyway, good luck! Also It would also be nice to see more information about the development team.
Отдельное спасибо за возможность выбрать русский язык. Разрабы, дайте знать откуда вы. Удачи в разработке!
I personally really like all the surreal things on this jam. There a many cool ideas and prototypes. But my gems of choice are:
- Foxies Detour To Hell (https://itch.io/jam/boss-rush-jam-2024/rate/2469506),
- Vanguard Delta (https://itch.io/jam/boss-rush-jam-2024/rate/2483580)
- Divine Exchange (https://itch.io/jam/boss-rush-jam-2024/rate/2514156)
- Realm Shift (https://itch.io/jam/boss-rush-jam-2024/rate/2501221)
- GRAFT (https://itch.io/jam/boss-rush-jam-2024/rate/2483146)
- Styx (https://itch.io/jam/boss-rush-jam-2024/rate/2511425)
- Whispering Flames (https://itch.io/jam/boss-rush-jam-2024/rate/2511928)
The intro is impress immediately! I mostly agree with what was said by other speakers here, so will not repeat, instead here some ideas ahead on the impression: It would be cool that if you collect some items on levels, you can later exchange them for various goodies with the boatman. Also, he takes you to the location you deserve. You give him an object that can be considered a key, he will no move without it. That item always contains the accumulation of the skill that you demonstrated in the arena/level. The higher you go, the further the boatman will take you. Also PCG levels would be cool for this project. The gameplay experience leaves the impression of unsaidness, that there is more here than is revealed. So.. keep it up man!
Cool! Like the aesthetics, arena gameplay have strong feel of rhitm. I find it hard. Mostly in terms of dynamics: player movement a bit slow in relation to the rhitm of arena. Maybe that was intend. But all the sessions I've played I have feeling that it should be more in sync with dynamics of other entities. Roll usefull, but only when you on distance, taking items almost always takes more than gives (maybe that was another hidden exchange?), since boss just makes them look like bait ;). Anyway, I overall like it, it has potential. Surely worth a bigger game. The visual aspect also gives the impression, that there is an open world outside the cave, with kind of a survival mechanics. Maybe thats just illusion.. just maybe ;) Keep it up, man!
Thank you. I originally intended this aiming technique as a form of complication, but after a few play sessions I realized that it was a matter of getting used to the controls and I could aim ahead easily. You idea simplifying hits on close targets makes sense. Actually this is already happen, since weapons hit check are performed through spherecast, when enemy get close enough you can shoot into nowhere and still hit something. So, this is surely can be tweaked. Locking it on enemy also sounds interesting.. I will do more testing and studying this aspect, thanks for the tip.
I always up for surreal aesthetics, so I'll be a little biased at rate ;) You get my thumbs up for it's creepy hardcore arena with no mercy. There is surely things that can be improved, I think you already get it since many people here describe the pros and cons, no need to repeat that, just keep it going! Overall concept worth.
Thank you. Let me make some things clear about this build (*deep breath*). It has a bug with the main boss spawning. The fact is that (as I recently realized) I mistakenly uploaded a build that is several commits behind my final version. And this build does have some missleading in terms of gameplay.
I don’t urge you to rate this project any other way, rate it exactly as it is played, that will be fair.
Now about the gameplay: the ultimate goal is to kill the main boss. You can see it on screenshots. Big dark thing with red glowing core. I confirm that in this current build there is bugs with spawning boss and exchange plasma on tetrahaedron. After reading comments everything became clear to me when I download exact version from Itchio and started playing it. And, well... that was suprize for me. Having discovered the above bugs in it. Since several days have already passed since start of rate, it’s probably too late to be upset about this ;) As I said above, judge according to your experience, I'm not asking for otherwise.
Thank you very much! You read it perfectly. Initially I didn’t make a pause menu during development, and when I create that post-process effect and see how it actually feels once character goes completely mad, I realized so thats even better. Just mad hell and you with your own thoughts, no quit button, no score screen, no 'proper way' to leave this state. So, this by design. At the jam stage this will remain as is, but in future builds, I think, it will be possible to return to the main menu.