Mucho gusto! Y cuando hay un nuevo actualización, díme para que me puedo jugarlo
ordelore
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The environment was incredibly tense and moody! This kept me trying again and again. I would have liked to see a brightness slider because my screen felt like it was much darker than whatever you calibrated against (nothing wrong with not including this for the game jam submission). I really appreciated the dynamic soundtrack for how it helped me detect monsters without needing to see them at all.
This is a really beautiful game! You put a lot of work into making sure the materials all played nice with your game engine's renderer. The sound design is also immaculate, from the whoosh of the wind to the clink of the ball when it hits a surface. I would have liked to see a wider range of situations that affect how the ball rolls. I really liked how the steam vents blast the ball into the sky, and would like to see more of that if you continue with this project.
This game makes me so happy. It feels exactly like a Flash game I would have wasted so many hours playing at school. It's easy to pick up and extremely difficult to master. I would have liked to see a better way of handling the edges of the track because right now it feels like a solid brick wall, but that is a feature request that is beyond the scope of this game jam. If this game gets developed further, it will earn a spot in my browser's bookmarks.
I had a lot of fun with this, especially the power slide. The power slide is so fluid and responsive that it feels like an entire game could be built on that mechanic alone. If you choose to continue on with this game, I would like to see some sort of procedural generation to mix up the layout after each death. Very nice job!
I really love the visual style! Also, the way in which progression is softly hidden by the lack of jump height is a great design choice. If you have the opportunity to do more with this game concept, I would love to see a little bit of visual distinction between different buildings and maybe different completion tasks for each soul beyond just clicking on them.
This game was a ton of fun! My favorite part was in the last level when I saw the hook and instantly knew what I needed to do. It reminded me of the end of Portal 2 where the game has prepared me for the moment and it trusts me to know what to do. I think that using the interaction with the world and expanding it beyond moving boxes around is a great way to add more content and expand it into a full game if you choose to do so
THIS WAS AMAZING. You created an incredibly engaging story that felt right at home in NYC. I loved the work you put into making the signs for the menu items and the different items scattered around the city. I had a ton of fun playing and I feel like you could turn this into a full game extremely easily just by adding new missions and locations.
I'm not a huge fan of Gorilla Tag's movement, but I liked the extra floatiness you added and it made the traversal much more enjoyable. I would have liked to see a little more interaction between the world and the leylines. This doesn't have to be through detailed interaction with, but at least some story beats that explain why the leylines are showing up in these specific locations. I would definitely play more of this as a full game