I think making the barrels break in a single hit won't address the core of the issue. Getting to them first time tests the player in some way and the coins are the reward. But once the player finds the barrels and knows they are there, it is just a time sink - no skill is tested, no effort or curiosity is required, just a ritual that "yup, i need to get those barrels first, otherwise i'm playing suboptimal". At least that's how I think about that and I believe making those barrels persistant would be a better solution (once collected barrels don't respawn in subsequent runs, they remain destroyed forever on that save file - player was revarded for their exploration, and cannot abuse "reexploring" the same part over and over again). But again, this is only my opinion and I'm sharing it only because you asked :D
Quit975
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Hmmm - lack of support for a thumbstick on a gamepad was a bit off to me - ideally, both dpad and left thumbstick could be used for menu navigation and gameplay. Also, having barrels with coins for 'free' behind obstacles negatively impacts the pacing of the game. After dying, instead of immediately going back into the fray to try to overcome the boss that killed me, i spend half a minute on getting the first room of barrels (because I'm not gonna leave gold behind, right?), heavily messing with the tempo of a rougelike game
Very addicting puzzle game! But one of the blue levels defeated me. While previous levels indeed looked like these had a very specific "route" to beat them, and finding that was fun, with this one, I dunno, my small brain couldn't hanlde :D But the transformation part wonderfully plays into the jam's theme!
Interesting little game, and the monster certainly adds a flavor ;p I wasn't able to finish it though, I wasn't sure what exactly I should do. I ran around the house collecting anything I could, but always either monster got me, or I just got the game over screen (probably ran out of sanity). Still, it was fun and entertaining :)
I'm sorry but I wasn't able to finish the game. First 20 minutes or so was just aiming mouse at the red flag far in the horizon and holding W + Shift to slowly move towards that direction. I kept having the same objective displayed to get some food. I found a shed which I was given the code to, but the shed didn't have any sort of keypad, so I went further. Finally I encountered the base, and a new objective was given to scout the base. I collected a bunch of planks and tarps, and found a keycode to basement. Later on i found the door to the basement, there was no key i needed to enter. I found the breaker, it clicked when I pressed it and... nothing. I went back to the base and nothing has changed. At this point I was just too worn out to continue :(
I feel like the ambition for the game was too large for the 2-week period of the jam (apparent by the amount of voice overs unheard of in a jam game! tons). It would be better to scale it waaay down and provide more packed, if shorter experience. I'm sorry for the harsh words :(
This game was an extreme exercise in frustration for me x_X On the one hand, there is no denial a lot of work and talent went into this. The puzzles are creative and plenty, very old-school when it comes to their logic. Still, make you feel smart when you solve them and make progress. Great job here (except for the friggin clock, more on that later). The UV light mechanic is a very nice addition. But all the fun and enjoyment was marred by the ABYSMAL walk speed. Had to keep left shift constantly pressed (run) to move with the astonishing speed of 1cm/hour. Also, the overall darkness inside the house paired with a flashlight covering maybe 60% of the screen causes extreme eye discomfort. You peel your eyes to fish out any kind of item or clue and that paired with low visibility made me dizzy at times. It wasn't really creating atmosphere, just hurt my eyes. And the clock puzzle... if there is anyone who solved it without a guide, then they are geniuses.