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Poltroon

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A member registered Sep 08, 2017

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I'm leaving my feedback here, since I rated this game.

This game has no sound and the assets seem to me like they are premade, but I would not actually know. It doesn't look bad or anything, but things like there being an option for music and the number of tries counter in the top right that goes into the negative make the presentation feel sloppier than it needs to.

Presentation, of course, isn't the focus of a 48 hour jam, and the gameplay is oddly addicting, but being unable to tell when you have progressed a level because the game doesn't tell you can be mildly frustrating.

As for the theme, calling the number of jumps 'control' and saying you are running out of control is an okay idea, I suppose. It seems to fit in some way, and that is what matters.

Uhm, this submission page does not appear to contain any download links or any way to play this game. Am I missing something?

Okay... I've trying playing this, but unfortunately found it far too frustrating to do anything of note within it.

The art is interesting, and the pieces of ammunition are funny, and the song is fine. I have no issues with the presentation at all.

However, once I get any ammunition, the correct keys to control the character change. I read that the new keys form a word? Regardless, I never managed to guess any word, and even if I found the correct keys by testing the entire keyboard, control was so unintuitive and annoying that I couldn't do anything anyhow.

The theme relevance is understandable: you lose control of the character, and then attain it once more bit by bit, but I fear it fails simply because controlling a character with 'i' 'p' 'c' 'q' (random letters) is nearly impossible for me regardless, which means I can never control the character.

So, overall, the game was unplayable for me, due to being unintuitive and me not wanting to put the time and effort to learn new key combinations that are quite random to my fingers.

At best, simply swapping up down left right between 'w' 'a' 's' 'd' might be a good compromise that I may actually be willing to learn and put up with.

I feel bad rating this game when it was very clearly not for me, but it was in my queue, and I suppose my opinion is worth as much as anyone else's.

Apologies for the long criticism, especially as I do not know how others feel about the game, but if there's any chance my feedback can contribute or provide some insight, I would like it to help.

Of course. All entries and subsequent feedback must be observed in light of the very tight timeframe in which it got made.

Hey there! I played this up to a level I couldn't beat after 10 minutes (several lasers in a 's' shaped path with bits of ice).

The interpretation of the theme is certainly very clear, but unfortunately, I did not find it much fun.

This is actually the first entry I've played, so perhaps this is not going to be very fair, but I feel as if the way things are "out of control" ends up being no more than RNG. The robot walks forward and, as far as I could tell, jiggles a random amount in a random direction every step. Our control over him is either occasionally ignored or occasionally overridden by the randomness.

Perhaps there are games, settings or circumstances where this might end up being fun, but I did not find it to be so here.

It feels like if the RNG is on my side I complete the level, if it's not I don't and will have to try again (on that topic, consider implementing an instant reset button for games that'll require multiple tries and have unsalvageable states). Perhaps there was some trick of skill, but I did not find it. I simply wound up the robot (both short and long bursts; had more success with shorter ones) and pressed the direction I'd like it to go in. Occasionally it did what I wanted enough for me to win, other times it didn't. 

It didn't feel like my skill had much of an impact, and as a result it felt like I had no agency, and lost all fun, as aside from this gameplay the game was not aiming to deliver anything else.

Also, props for detecting when Rob is stuck using all available wind up and restarting the level.


Apologies for the long write-up! I was trying to put into words why I didn't find myself enjoying this, so you have a better idea of what works or does not. I may be an isolated incident, though.

Off-topic, but the game keeps switching between sergeant and lieutenant for Koenig. I presume he is meant to be the former.

As it happens, it fixed itself just now. A combat was not the cause, but rather, the main story advancing. I've just hit the deadline and somewhere after passing out the rollback is working once more.

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I seem to have become unable to access the previous lines via scrolling up as I used to do. This appears save specific rather than due to the game version, as I can load an earlier save and access previous lines that way.


I was wondering, though, if there is any possible way I can restore the ability to go backwards on my current save. This is very inconvenient for me, as I frequently click through lines accidentally.

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Not sure where to do this, so I'll do it here.

In my first time playing the game I came across a situation where I managed to set all of Damien's attributes to zero. I first noticed this when you recruit everyone right at the start and it gives them all a level. For some reason, Damien's stats there were zero (or clicking reset set them to zero, I no longer remember which).

I remember struggling with the reset and clear commands, but that might've been because I was new to the game.

Those 2 aim there were probably what I gave them in the previous level-up.

I was just testing out the game here, and I did Empire Lisa. This version of the game, hence why I posted it here.

I have no saves of this outside one way past the point where the stats got set to zero.

In short, if you feel you might know where to look, maybe there was something odd here. Otherwise, just assume I set them all to zero at the gym and then left like that by accident.

I've read this! Spoilers ahead I guess.
It was... strong. The main character had a strong personality, certainly clashes with mine, and their emotions were powerful. The situation thought-provoking and the world beyond curious, and we know precious little about it because the story is one of those that takes the attitude of "You're seeing a snapshot of somebody's life. Obviously no one is going to specifically talk about everything that happened so far, at least in most circumstances.".

It invoked feelings, and, at the start, I really thought maybe it wouldn't be my thing but as soon as characters showed up all was well. I really am a character-driven reader. And their interactions were sweet, and at the end I felt almost as liberated as the main character despite that making no sense. Regardless, overall enjoyable. There are few things I love more than wholesomeness and people trying to respect others' feelings.

It feels like a short story someone might drop on some site that I'd never have found were it not a VN submission to a game jam. But I'll say this particular story had no need to be a VN and works almost the exact same way as if it were a short story. I believe you've said this was practice for learning the engine? That would explain it.
It was still really good either way.

Also thanks to Plk_Lesiak because I certainly wouldn't have found it or tried it otherwise.

Allowed me to experience a story in a world divorced from my daily realities. It was amazing.

No, no. You're right about that, actually! I didn't even notice! Good job.

This was overall really solid!

The idea is a nice one, it nicely adheres to the theme and it's nice to play. You're controlling everything with a single button (and if you want to get really particular about the 'one button' theme you could just make it so that left click restarts the game when you're dead or haven't started yet). The idea is to make it harder as you go on, and it's strategic that way. It requires you to practice so as to understand the physics and develop the best tactics to navigate and take out enemies.

Great game!

Though I believe this is a strong game in terms of mechanics, it seems the only way it is trying to adhere to the theme through the narrative.

To be frank, I believe this game would've been a much better fit in the other competition, with a platformer lacking a crucial game mechanic, as you yourself suggested.

It's a good game! And the visuals are interesting and spooky, but I'm not certain it fits the theme to an appropriate extent.

Very good idea and adherence to theme.

Any weaknesses lie in the design, but all of them can be fixed with feedback and time. Controls are clunky, but that may be intentional or a result of which ones I used (WASD+mouse). As others have mentioned, feedback as to what mode you are in now, as well as which weapon, would improve this.

Only being able to fire in eight directions might be fine when you can move freely, but as your movement is limited in this game, I think being able to fire in any direction (such as where the mouse is pointing) would decrease frustration and clunkiness.

Great game!

This is really good!

It's a physics based game that tightly adheres to the theme and has genuinely enjoyable levels to figure out and play, so that's great design, as well.

The idea has certainly been thought of before, such as games where you draw a single line so as to accomplish a given objective on a map, but this one is done with a bomb.

It's fast and short enough that one can figure out the rules for the objects and physics well enough themselves even when they don't get overtly explained by the images.

It's certainly a game of sorts, and it adheres to the theme, but it's nothing more than constant trial and error with added time pressure. The design of the second level (as far as I made it) is made to mislead and become a memory problem (number of clicks, rather than visual aspect) when the clicks need to be speedy and hard to count.

I don't think it's designed in a way that is fun, but that may be just me.

It's a fun idea, but alas, it does not seem to fit the theme in a really apparent way. The first time I played I thought it was a game about only getting one slime per sweep, as to do otherwise would subtract from your score and cause you to potentially run out of slimes.

Soon I realised this was not actually the case, so I tried to aim for single slimes in order to accumulate a bunch and then sweep them all in large quantities. It was... a mild success. As it happens, simply spam clicking near the edges ends up producing better scores because of loose slimes caught there raising the number of slimes overall, and the sheer speed of spam clicking just sweeps more slimes than my aim and calculation ever could.

So the idea is fun, but the exact rules, balance, or mechanics should be rethought or redone in order to better fit the theme or present more of a game for the player.

It's got specific mechanics. They way the physics work here is very particular, and it seems like nothing has the power to carry you. For example, moving platforms don't actually move you. But clinging onto objects is interesting.

The idea is probably not very original, as a platformer with a single jump, but the maps here made decent use of the idea, so they're well designed.

Enjoyable, and I see the potential for more and better levels.

The core idea is there. From here on is just adding more -- levels, music, art. By itself, however, the idea can't carry for more than an hour of game. Probably half that.