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rameynoodles

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A member registered Mar 21, 2020 · View creator page →

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Not a problem. I wish you luck in your future endeavours!

So, the graphics, UI, and sounds are very good.

Problem is, I just don't like the gameplay at all. I was hoping for a survival game, but really it's just a guessing game. I hope this doesn't come across as mean, because I'm not trying to be, but criticism must be accurate if it is to be useful.

Basically, you need to guess which combos of "insights" are the correct choices to unlock the "correct" outcome. For some reason, the insights are arbitrarily locked with "survival points", and you can't tell if the unlocked "outcome" is correct until you choose it. Since you can't know which outcome is correct, then why not skip the insights and just have a list of "outcomes" (which are really "plans of action" btw) and just choose the one that makes the most sense?

For instance, in the first scenario, I thought that what I might do is to check out the cave, but I couldn't find the right combo of "insights" to even make that a possible "outcome". The "insights" were arbitrarily limiting my strategic thinking.

And there's a timer? Why is there a timer? Maybe this comes into play in later scenarios, but I didn't even have the patience to finish the first one.

To sum it up: art direction is excellent, sound design is good, but the mechanics don't make logical sense and can be frustrating. Also the timer seems pointless.

Also, not really sure I agree that this fits the theme of "you are the weapon". I think that choices being interpreted as a weapon is a pretty big stretch. Choices have consequences, but is everything that makes choices a weapon? Are choices weaponized? Choices may hurt some and help others. But weapons only hurt the one they are used on.

I have the same issue as transCoder. Mouse inputs not working.

I really liked the style and ambiance of the game. The art is very good. And the plot and mystery of the game keeps you wanting to explore, which I love.

I have to say, I did not like how the floating girl form sloooowwwlyy floats down. It's not a big issue because you can just transform back to the sword or press "down", but I feel that it should just fall quickly by default. I think you meant it to be an "ability" for certain puzzles, but I didn't really see it utilized, so maybe if you utilized it I would feel differently.

I also don't particularly like that the sword can just fly around freely. It feels too powerful and doesn't make much sense for a sword. Maybe the characters should swap abilities in a sense. Make the sword able to "jump" small distances, and make the floating girl able to fly.

I also feel that maybe you should not allow transforming anywhere, but instead require something to transform. Maybe shrines could allow you to transform? Then you could add these to your exploration puzzle to increase the depth of the mechanics.

When you get to the big room with the statue of the king missing his sword, I feel like you are supposed to be the sword for the statue, and something would happen, but instead you just need to fly upwards. I didn't see the upwards pathway either, as it blended into the background too well. I only discovered it by flying around.

Good entry though, I really liked it. I assume I beat it. When I got to the woman in the tower and she says "You awoke. He's not back yet. etc" it just sent me to an empty brick screen and it seemed to freeze.

Thanks for playing! I'm glad it was entertaining. What was your most and least favorite mechanics of the game?

Thanks! We've improved the movement, but the jam version is kinda stuck in time. What exactly do you find disorienting about the movement? And what do you think is the most fun?

Thanks for the feedback! We've since modified the game quite a bit, but this is all we could get done in time for the jam deadline.  I ended up making the rocket slow down instead of speed up while just flying, so that you HAVE to use the booster walls to maintain speed and stay alive. It also makes it a lot easier to control because the speed doesn't get out of hand. I think the controls could be a lot better done, but those controls took a while to get as good as they are.

Spent much longer than I'd like to admit just making Dave slap his body on the ground. Such "oww", much slap. Very nice.

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Yes, which is actually what I mean when I say that not every steam game has DRM. Some steam games will literally work without the steam client. Muri is one of those games. Just start the .exe file manually or create your own direct shortcut. Steam will not start and the game will still work. 🙂

Thanks for playing and thanks for the feedback!

Thanks a lot! Our artist will appreciate those comments!

I played the web version.

No, they don't work. We barely managed to get a working game submitted unfortunately. Thanks for playing!

I really liked it. Like everybody else, just wish there were more levels that made better use of the mechanics.

Haha! What a trip of a game! The art style was really cool!

This was a really cool game! I liked it a lot. The platforming needs some polish: it's very clunky. Really liked the puzzle of how to put the books together to change the level.

Good art, good style, good audio, but to be perfectly honest, I kinda found it boring. But I'm not much for story driven games with simple choices that ultimately take you to the same place. I also realized that I couldn't exit the game till I died somehow and got back to the main menu, or just use Alt-F4, so I gave you a low rating for controls and accessibility because of that.

Man! This was REALLY good! I didn't beat it yet, but this is a contender for the winner IMO. Only thing is that the theme doesn't seem very strong.

Was actually quite fun. Best strategy is sit in the middle and don't miss. The enemy spawn rate seems to not get much faster as the levels get higher, so if you don't miss you can fire as fast as they spawn. I think the levels should start out a bit harder though, was really too easy at first. I think that you should make Zeus have hitpoints instead of being insta-dead.

Good idea, nice intro and menu, but the gameplay was quite immediately frustrating due to really bad collision detection with walls and extremely low field of view (because you can't really see the samurai until they fly right into you). I got permanently stuck very easily.

Just fyi, being on steam doesn't necessarily mean it has DRM. The devs have to actually use it. Now, I don't know whether or not it actually uses Steam's DRM, but I just wanted to let you know that just because a game is on Steam doesn't mean it has DRM.

Hey, thanks for your more than deservingly kind words. I have had trouble with people not liking the controls, and im not realky sure what to do about them. The previous version had controls where you didnt slide at all, and I just added the sliding because I thought it might feel better and help a little in the corners, but idk...


Im especially glad you liked my incredibly laughable placeholder programner art, haha! I also would like more, and better, music. I just havent really worked on that much.


Cone back sometime and maybe ill have a more updated version with much more content.

Also, one question: Did you make it to the end, or did you get bored/frustrated part way through?

Well... umm, I have no clue what is going on or what to do. Making things a bit more obvious or giving some basic instructions and text on the UI would help.

Hey, everybody in the Godot Wild Jam discord congratulates you on your well deserved win! You should join in the Discord sometime!

Haha, we really weren't trying to make a horror game, I promise! I do really wish we had taken a few minutes to try and make it so that you didn't have to restart the whole game upon death, but we were just way too far behind and decided that other things needed more work, like adding more levels. Looks like that was all for nothing though since nobody bothered to play long enough to get to them. Thanks for playing!

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Yes, the AI was half-baked lol. But at least it worked well enough for the jam deadline. I've been working on the game some more, and the AI has seen a massive improvement, plus got rid of those diagonal circuits that nobody liked :D BTW, my parter will appreciate the kind words on the music and sounds, because that was all his.

Odd, it seemed like the correct solution

Now this was something completely original! I found it quite fun and funny. However, I don't think it fits the theme, at all. The suit seems to be working as intended, it's just that you have to manage it properly. But still, a great job and quite a unique entry.

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So, I absolutely loved this game, except for one very large issue, which I'll get to. I loved the original Myst which I only just played for the first time about a year ago. I wish this game was longer, but it's only a 9 day jam. You should make another but actually make it a full game. The graphics were awesome, the sound was great (maybe add some footstep sounds and some light background music). Controls were fine for me, it was just slightly non-intuitive on some screens because it's limited to screen edges and the center, but I think it would be better if you had areas in the screen that if you click on them it would take you towards that thing. Also, making the mouse cursor change depending on what you hover over would be great polish and good for feedback to the player.

Ok.. but the big issue... I can't beat the game. There is seemingly no correct answer. I watched Vikfro's stream (that's what's playing in the background) on twitch to make sure I had the correct answer, but it doesn't work. This seems to be a game breaking bug.

So, to be honest... I really didn't like the gameplay at all. It just made me rage-quit because when the "malfunctions" happen, it just takes complete control away from you. It's like playing chess, but there's a toddler that keeps knocking the pieces over and moving stuff around. Not trying to be mean, but it's just not very fun when the malfunctions happen. Other than that though, it's a good tetris clone. Decent graphics, good music, perfectly fine controls. The lowest ratings I gave were for Fun and Originality (originality because it's literally just a tetris clone with bugs done on purpose).

Thanks for making it though, and congrats on making a working game! Easily more polished than mine.

What you mean bro? I thought the music was pretty good!

Ah ok, another suggestion is to make sure that if it is a button, that it looks like a button. Anyways, again, good game.

Thanks for playing! The middle button was supposed to be options, but we didnt have the time.

Thanks for the feedback! I too did not like the movement along the wire, but I had to fix the drone AI so I ran out of time. I also agree that it feels like your are almost doomed when you trigger the alarm. Originally, it was planned to only release 1 at a time when you trigger a trap, but again, out of time. I tried to make a later level where there are far more directions to go to hide from the anti-virus. Also, the anti-virus have a radius where they can see you, but if you get out of that radius they can't see you and just move randomly. There were also supposed to be far more enemy types and more puzzle elements like switches to rotate parts of the circuit... but alas..

Pretty decent game, but on the second "malfunction" I got bored with it, tbh, because it was just navigating the same level with a new twist. Would have been better if you designed the level more around the "malfunction", which seems to be what you were going for on the second level. Speaking of the second level, it was quite irritating to be forced to wait on the rising platform multiple times.

Good graphics and sound, controls were fine, but I don't like that you can't control the height of your jump. Excellent theme fit, though it seemed a bit unoriginal to me. Still earned a good rating.

Pretty good game! The graphics were good, sound was decent (although I didn't care too much for the music as I didn't think it fit the game). The biggest problem I had with the game, is that the tutorial leaves out key pieces of information, which is that: You will die if you end the day with zero of any resources.

Also, the buildings should show you what exactly they will produce and consume before you repair/upgrade them, otherwise it's just trial and error to figure out what you need to repair/upgrade.

Overall, fun game, but I docked some points on Accessibility because of those mentioned issues.

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Very polished game! Graphics and sound were excellent, and seemingly bug free. Also quite fun, but I found the difficulty was lacking on the boss fights. I did like the funny dialogue in between stages.By the third level, the regular combat on the street had become a bit boring and tedious. 

The refridgerator enemies were easily the only ones that actually did much damage because their ranged attack was not easily dodged due to being continuously locked into a "punching" animation; would be much more fun if you could break animation and dodge any time. The oven enemies either need more range or faster movement for their melee attack to be useful at hitting you, and I'm actually not really sure what the flying microwaves actually do. Overall with basic combat, my suggestion is to have less, but more powerful, enemies and allow dodging at all times. Oh and also, the special attack is not very useful because hitting with your regular attack has a very wide range, and it takes too long to fill up the special attack.

Excellent game overall though. You earned a high rating from me.

(copy/pasted to game page too)

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Very polished game! Graphics and sound were excellent, and seemingly bug free. Also quite fun, but I found the difficulty was lacking on the boss fights. I did like the funny dialogue in between stages.

By the third level, the regular combat on the street had become a bit boring and tedious. The refridgerator enemies were easily the only ones that actually did much damage because their ranged attack was not easily dodged due to being continuously locked into a "punching" animation; would be much more fun if you could break animation and dodge any time. The oven enemies either need more range or faster movement for their melee attack to be useful at hitting you, and I'm actually not really sure what the flying microwaves actually do. Overall with basic combat, my suggestion is to have less, but more powerful, enemies and allow dodging at all times. Oh and also, the special attack is not very useful because hitting with your regular attack has a very wide range, and it takes too long to fill up the special attack.

Excellent game overall though.

Very cool and impressive game for the Jam. Although, I personally didn't feel like it fit the theme too well, I did think it was pretty well done. Graphics and Sound were excellent, as well as the amount of options in the menu. I did find the combat a bit boring tbh, it seems like it's just not hard enough, and there is not enough feedback for when you get hit and when you're doing damage to the enemies.

Overall good job!