This is a neat concept. I enjoyed playing, but I found there to be a little bit of a lack of variety. If monsters spawned more often, or if there were other levels with more obstacles, I feel like this would be more engaging. However, I liked the gameplay that involves you to frantically dash around.
Rsburke
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This game is simple, yet fun. There were a few rounds I didn't have to move my character to pass, which felt a little strange, but I suppose that's the nature of a randomized attack pattern. Because of this, I was delighted when the lasers started firing faster and multiple started to fire at a time. I feel like there could have been a few more rounds of hectic dodging action. An "endless mode" with a score of how many lasers you've dodged also sounds pretty fun. Just some ideas I had while playing it. There's some potential here.
This is such a unique approach to dungeon crawling. While the game doesn't perfectly conform to the 64x64 pixel resolution the jam requested, I actually think it benefits from the smooth camera movements and ball movements. It's pretty challenging, and I'll definitely be playing more when I have the time!
I haven't played something quite like this before, but it felt good. I beat about 20 bosses, but after upgrading my max ammo and ammo refill rate, I felt like the game didn't raise in difficulty to match the advantage I had. So the bosses began to feel easier and same-y. I think I noticed they were attacking more often though? Good concept. Good execution. Needs just a touch more variety in difficulty. Good job.
I had trouble getting the web version of the game to load completely, but I downloaded it for Windows just to be sure, and I'm glad I did. This game is super creative. I wasn't sure how the execution would feel compared to the concept, but after closing my eyes, I found myself totally engrossed in the experience. It reminds me of the old virtual barbershop experience, only it was interactive. Very cool. I could find a way to interact with things though aside from listening to conversations and things happening around me. Although maybe that was the point. Loved the singing bot. I dunno what else to say. I actually really loved this. Great job.
This is cute. It captures a lot of the character that the original game had so much of. I found the camera to be the only part that bothered me. I would have liked it to be zoomed a little further out, or allowed me to angle it further down so I could see where I was going better. Overall, solid entry.
This game really does a good job to make you feel like you're on a mission. The music plays a big role in that. The art was also very nicely done. The map could have been a little clearer, perhaps with a legend or markings where the main story buildings were. (Like the governor's house or the hospital) I read that there's some features that you didn't have time to put in the game before the deadline, so I'll be keeping an eye on this project in case you release an update. Good work!
That's okay, it's still a beautiful game. Subpixels are just the use of screen pixels that are not part of the main resolution grid. This means the game's total resolution is higher than 64x64. I'll attach a picture of what I'm talking about. I wouldn't worry about it too much for this jam, but I hope the feedback proves helpful in the future.
(Red lines were added by me to demonstrate edges)
This is one of the few games I've played to completion so far. Not only that, but it had me hooked for a full half an hour. Great job. My only comments are that the music got a little repetitive, and after buying some speed boosts, I found it a little tricky to get my ship aligned just right to fit through the shaft, but this was an overall addictive and pleasant experience. Thank you :)
I love the cinematics. Lots of effort was put into them. I would suggest some more sounds to indicate that the player is taking damage, because it's a big hard to tell. The game also didn't really fit the 64x64 pixel requirement for this jam, however the textures and sprites were pretty low res, and that means you were in the spirit of things. Good work.
I saw this in your YouTube video a while back while Googling the jam! It's cool to see it online. I don't have an XBox controller or anything to use other than a keyboard, so perhaps this isn't an issue with another input format. However, when moving diagonally, I was launched further and faster than in other directions, which would usually launch me into red balls. Maybe this is because of how forces are added and applied to the player? All in all, fun game-- the kind of thing that feels like it would make a pretty good phone game. Great job.
Spoilers Ahead?
This game was great. One of the better one's I've played. I unfortunately got stuck in the forest when the red thing started chasing me. In fact, that very thing caused a very visceral, tingly fear in me. I don't know why, but that's the kind of subtle unannounced danger that really gets my skin crawling. In a good way. You didn't quite stick to the 64x64 pixel grid, but your art was great regardless. At first I thought it was a little ugly, but one I used the bathroom in that man's house, and the choir started to sing I feel like I "got it" in an artistic sense. It reminded me a lot of a particular scene in Don Herdzfeldt's "It's Such a Beautiful Day" which is a movie I personally really enjoy. I didn't complete the game, because I've got a lot more to rate, but let me say this: I love the tone, atmosphere and existential horror this made me feel. Great work.
Really loved the background environments, and the music was pretty chill. There was a bug in the gameplay once reaching a point to "setup shop" nothing else seemed to happen and NPC's became unresponsive. There was some use of sub-pixels going on, but the rest of the game fit pretty well within the resolution requirements. Great work, shame about that bug.
I really liked this game! I was pleasantly surprised by the growing mechanic. At first I was concerned by the flashing character when I was only a pixel tall, but then I began to consider it might be just an artifact of your sprite scaling method, which is pretty clever on it's own right. Good job. :) (The web version which I played had no sound. But no sound is better than bad sound)
I really liked this game! I was pleasantly surprised by the growing mechanic. At first I was concerned by the flashing character when I was only a pixel tall, but then I began to consider it might be just an artifact of your sprite scaling method, which is pretty clever on it's own right. Good job. :) (The web version which I played had no sound. But no sound is better than bad sound)