I’ll port it to Linux after the jam is over.
Saber Fan
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The kind words are much appreciated and I’m glad you approached the game the way I was hoping!
I wanted Bushi to be a very specific type of character rather than a self-insert, if I’m being honest. I may an ending split involving a different character, however. After all you’re the second person to comment on this, so now I gotta get my thinking cap on.
Great to have feedback from another RPG maker.
I made the page turn with a video editor. Two cutscenes are FMVs.
I will definitely touch up the house sizes soon. I unfortunately only made the towns in about two hours.
The forest is messy on purpose for plot reasons. Should I keep only bones?
Alt endings go against the story I want to tell, honestly.
Good idea. I will add WASD support to the game.
Right off the bat I'm immensely impressed with the spritework. The player character has a well-animated idle pose that shows a lot of polish for the amount of time given in the jam. The mirroring mechanic works wonders with the assigned color palette, and you thematically realized everything quite well. The different portals, as well as the two different worlds, truly helps the game feel realized.
The story is really cute and I appreciate the use of font to really drive home the jump between different worlds. Perhaps the mom could retain that font when speaking to you within the game world?
I can echo Mk.2's post about the switch. It's easy to go out of bounds and need to restart the game. I'm glad you included a button to speed up dialogue, however.
It's hard to rate the game as there is not a lot of it. I suppose a flash-forward was the ideal band-aid solution, however. I gotta check out more of your games since I love RPG Maker.
Great game! The sense of movement with Red in particular was very nice. I had a lot of fun experimenting with the physics engine, doing tricks like holding down while in mid-air to fall faster. Spamming the bullets at the end of Red's section to run super fast was my favorite part. The music was a really relaxing for a war game as well, in a good way. The color palette gave you just enough room to work with the theme too, and you definitely excelled there.
The enemy design was interesting. The enemies and player characters being so similar really highlights the idea that everything in the war here is a matter of perspective.
The sound effects were mostly fine. Perhaps a bit quiet. Perhaps needed some better impact for the player deaths in particular, with animations to go along with that component. Also, running all the way to the right during Blue's second screen caused a game over and there was no indication that would happen. Bringing Red's president back safely was also a bit bothersome due to him swinging around the stage when the player presses left or right. There's definitely room for polish, especially in terms of proofreading.
Still, the physics engine is rather amazing. I'm reminded of old European PC games like Turrican, with some Splatoon DNA of course. Extra points for the opening cutscene. It made me feel bad for laughing.
Overall, fantastic game.
"Height: Quite Tall
Feet: Big
Hair: Yes"
What a way to make a first impression! The cutscenes are quite fun and add just the right of breathing room between the gameplay for an experience such as this. I really wasn't expecting to see Nessie either!
The color palette was quite limited so I'm shocked how well you pulled off a pseudo-PSX aesthetic. I was definitely reminded of LSD: Dream Emulator while playing this, particularly with Bigfoot's model which looks as otherworldly as something from that game.
The camera snapping sounds and such were perfectly on-point, and I liked hearing Bigfoot's noises. The lack of music was either a strength or a weakness. I have trouble deciding, but perhaps more ambient noises at least would have added to the atmosphere.
Also perhaps using arrows and WASD separately to move the character/drone would improve things. I only really felt motivated to use my drone, so I gotta slightly knock points off of the dual perspectives section.
Great game!
I've now played every single game in the jam and, without a doubt, this is my favorite one. I've never played a fishing game quite like this, and I wasn't expecting it to be so addictive when I clicked. I caught 1,000 fish and bought countless upgrades but it still feels like I could master the game so much more. Every fish looks really wacky and colorful too. The audio enhances the experience quite well and feels quite polished.
The game is very replayable and fits the spirit of the jam perfectly. I'm shocked how well the color palette lent itself to such a wide array of fish. If I had some minor nitpicks, the prices are a bit off. One upgrade is only $14 yet very powerful. It's also too hard to survive consistently after buying a harpoon, IMO.
I will definitely buy this on Steam day 1 if you put it there.
Solid physics engine. There's potential for enemies who can't kill the player, no doubt. Using them as platforms or trapping them in puzzles, for example. I actually don't mind the jump, and the new boxes that appear really help make the platforming standout. Plus the enemies look like Metroids, so that's cool. Catchy song too!
Now my criticisms. The stars are hard to pick up for some reason, and restarting the level doesn't reset them to zero. The perspective switch doesn't feel like a perspective switch since in practice it only makes boxes materialize or dematerialize. Enemies are trapped by them too, after all. Also, sound effects are desperately needed. I also noticed some grays in the palette which goes against the jam's theme.
For a level one, it isn't half-bad. You did a solid job with the small amount of allocated time and the foundation has a lot to potentially work with.
I see this is your first game jam. Everything is fully functional gameplay wise, and there are even somewhat elaborate death animations. I'm impressed with how well the mechanics work overall. I did not run into any bugs. The level should have been a bit less flat to force the player to kill the monsters, however.
The opening level looks incredible with the fires. Hearing you made them yourself, I gotta give you a major thumbs up. The second level impressed me less. Perhaps if it was in a sunset it would feel tonally consistent with the first level.
My big complaint other than the lack of sound is the story. The perspective switching itself is relevant and you adhered to the limited palette, so it's a pass overall thematically. However, the script very much feels like a first draft with things like grammatical errors or how the overreliance on exposition.
I'm sure given a longer development cycle, the dialogue could have been touched up. Understandably, there wasn't much time to make it but I see the vision of what you were going for. Kudos.
Hey I love the wall climbing physics and double jump. Splitting the characters between one who is good at platforming and one for combat is an awesome idea. The dynamic music to go along with each character is also well-done, no complaints. This is an interesting choice for duality, to be certain. Reminds me of the character swapping features in platformers like Mega Man X8.
There are bugs with the wall climbing. More I-frames and a hurt/death animation are definitely needed too. And the fireball, yes, should be faster. But there's a foundation to go off of, for sure.
The visual assets are where things get iffy. In a vacuum, the player sprites are well-done. The background is fine. The spikes are distinct. However, they clash a lot. The backgrounds look almost like an Atari game's but with parallax scrolling, while the player sprite looks like it's from a 16-bit platformer. The spikes are perhaps a bit too clean and not very pixelated.
Hitting a consistent style is hard but I believe in you to reach that point.
Great game! I have zero complaints for the gameplay and I love how many quick arcadey experiences are in this jam with the "control mirrored players" theme. This, Lonely Company, and Bit Break all come to mind. I think your execution might be the most effective of the three.
Graphically, it's very simple but it gets a pass. The only thing I would add is a death sprite. The main issue is the audio feedback, actually. Other than the jump, sound effects are very lacking. But I understand this was made in seven days.
Great adherence to the theme. Loved your logo at the beginning, by the by.
Good idea for a puzzle game. Graphics and music get the job done, although I think the music's loop is a bit off? The transparency effects serve as great visual aids. There isn't much to say overall. I think the controls would be improved if you could always move in all four directions, but it was just easier to see with the perspective flip.
A lot of work clearly went into the aesthetic and programming. The music is really relaxing and what I'd expect to hear for a game like this. The rubber duck is cute and I love the water patterns. All the collisions are pretty spot-on and polished. Unfortunately, it trips a little bit at the finish line. Left/right being flipped when upside down is a bit disorienting, and it would be nice if there was a button to automatically flip when the camera changes. I'm also not sure if the camera going underwater fits super well as a new perspective, but you adhered to the colors really well in a way that makes the palette seem bigger than it is. So it's definitely thematic overall.
Overall, pretty good stuff in need of minor additions at most. I can't think of many games with a rubber duck as the main character, so you get points for originality!
I'm reminded of Lonely Company, another game in this jam. This feels really polished and would be great with a second player. I don't have one to play with at the moment, so I apologize I can't give more in-depth feedback. I'd prefer if the ball was bounced off either paddle but matching colors gave a multiplier for score. It would certainly increase the chaotic factor, and make singleplayer coordination much more manageable.
It's hard to comment much on a classic like Breakout because anything I could say about it has already been said. Good work.
This game has surprisingly responsive controls and really emulates the feeling of playing a multiplayer game like Bubble Bobble as one person with two controllers. Some of the spike layouts could be slightly more lenient, since this wasn't made with two players in mind after all. I'm shocked how well it functions. I got all forty-five coins. I suppose those were intended for something more, but the game jam's time was too limited?
The big issue is that there's just not enough of the game. The areas are rather barren and the sound design needs to be there for an arcade game feel. This has some of the most potential of any submission, however.
The puzzles were really well thought-out! I had so much trouble near the end until I realized I could just push the gem into a different position. The perspectives got the job done for the theme, and you adhered to the palette very well. Interesting designs.
The audio element was also polished more than I expected. You kept the visuals very simple, but it paid off in making sure the rest of the game was polished. Sometimes, less really is more. A tutorial or more in-depth description might be necessary. Also maybe add one final hard level, since 19 is an interesting spot to leave things on.
Nice plot twist. Getting good at the game on my second attempt made me really regret my powerup decisions. I disagree the graphics are outright bad. They have an Atari 2600 vibe to them and get the job done for your purposes. However, the weapons really clash with the rest of the aesthetic so I gotta dock points. The sound effects also are a bit too... modern for it? But are fine in a vacuum.
The big thing that needs to be touched up is actually the controls IMO. I would rather use another button on my keyboard to swing my sword.
5 stars for the graphics just for the CRT filter. I think you're the only game I've seen in the jam that added one. Also gotta appreciate the confidence in the soundtrack to link it right on the page. Good job! Needs a bit more music, but the sound effects were on-point. I'm reminded of old DOS games. The theme fits with the jam pretty well, but I'd request a tutorial for a future release.
Also the cover art is super cool. Did you have any inspirations when making this game? It's pretty unique and I'd love to check out more like it.
Interesting proof of concept. The graphics reminded me of an Atari 2600 game. You could probably get it to run on one if the instructions aren't in-game. Funny sound effects too. They wouldn't sound out of place in a Hanna-Barbera cartoon.
Unfortunately, the movement speed is too slow, the collisions are a bit wonky (I had to entre fullscreen to get past the first screen) and its main appeal is that it appeals to the jam's theme. You did good work programming this, and I could see it being a puzzle portion of a full-fledged game.
I assume this was a last-minute creation. I know the description said it was a really short game, but this might be the first game I finished in ten seconds. Gave me a laugh. Your music and graphical style were cute, at least. I do feel the switch to a first-person perspective didn't really fit the jam since it was more of a cutscene with a QTE. Oh well, you could always expand this in the future.
Neat demo. I can tell a lot of thought went into the core gameplay. What were your primary inspirations? Both gameplay loops are rather familiar.
The graphics got the job done well enough. It's hard to comment much on the gameplay with so little there. Maybe the player could switch gravity mid-air in the future?
Wow, that first level sure was a flashbang huh? Unique idea for the jam, certainly. Although it's a bit loose with the idea of "two perspectives" you did adhere to the color palette rather well. I was able to brute force through each puzzle by just waving the shapes around, so maybe a condition to check the player's mouse isn't being held down is needed.
Cool game for sure. Almost a playable Rorschach Test. You're really talented at drawing.
I love the green army men designs. I'm reminded of the old toy soldiers. I ended up getting a score of 200. Seeing the entire ant colony's wrath at once sure was a sight to behold.
Everybody else already mentioned feedback about the cannons and timers. So I'll add that an .exe would be valuable in the future. It took 3 refreshes before I was able to play the game in my browser and I wanted to see if a download worked better.
Nice little raylib game, very nostalgic. I'm not sure what some of the other comments are talking about, since I did manage to progress the game a few times. What you see is what you get. Congratulations on getting something functional out in a short time. With polish, you could very well stick this in a mini-game collection of sorts. Or have it as a puzzle in a full game.
This is a game I really wanted to enjoy more but it almost seemed better on paper than in practice. But hey, that's what jams are for, experimenting around. Having two views at once was functional and the programming must have been pretty intense for it to work as well as it does. Unfortunately, the aiming just doesn't lend itself very well. I can think of two band-aid solutions for a future release:
1. Add a secondary weapon with homing which has limited bullets before needing to reload, so the first weapon is still useful.
2. Increase the hitbox leniency for the player.
Since you asked for scores, I got eight waves in and around 400 points.
I always loved the level in Rayman 2 where you saw through the eyes of a monster hunting Rayman. I'm surprised this kind of thing isn't done more in games. At first your game felt really intense because of this! I was rushing to gather ammo. I also laughed a bit more than I should have at the game over screen, which I won't spoil for anybody here.
The simple black and white aesthetic goes a long way to making things feel surreal as well, helped by the monster animations.
There needs to be more feedback. While I appreciate the collision physics, the player is too fast with no footstep sound effects either. The timer is slightly buggy, especially with how it renders a new minute or seconds that are single-digit. The feedback for shooting an enemy is non-existent. Colliding with objects makes no sound.
Also perhaps the music dissonance was intentional, but I feel like you could make this a horror game by adding monster roaring sound effects and a more intense soundtrack that takes longer to loop.
Hearing this was made in a single night, I'm impressed. The viewpoints seem pretty sound. I'm no master at these types of puzzles, so some type of tutorialization would have been nice. It took a while for me to realize what each color did. Also, a subtle jumping sound effect could have helped matters in terms of sound effect variety. As would a more level-based structure. Congratulations on getting something out the door! Game jams are never easy.
I'm surprised by how fun the gameplay loop was. The dungeon design in both first-person and third-person views reminded me of old 8-bit dungeon crawlers. It was really authentic feeling. There was a lot of motivation to switch between views with the battery draining feature, as well. A unique stealth system that would definitely be worthy of cutscenes gluing levels together.
My two cents for improvements. Make the alert sound less frequent or less high-pitched. Make the third-person view drain the battery slower. Separate things into levels with cutscenes, perhaps?