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schloempy

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A member registered May 10, 2020 · View creator page →

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Thanks for the feedback!

You took on a huge challenge trying to finish a mystery game like this in seven days. What you have managed to complete is very impressive. The audio is a really standout feature for me in terms of creating a spooky ambience. I really think the visuals could be amped up a bit to match the effective audio. A simple vignette, or fog, or some shadows would really lend themselves to the mood. I'm sure you see this yourself, but the order in layer needs to be dynamic, based on the y-value of the object's base, so that the player renders in front of the object at certain values and behind it at others. I hope you continue developing your game, because there really is a lot of potential here.

Thanks for the feedback. Yeah, it's a 33% chance to get any of the colors, so statistically it can happen that one appears a lot. 

This game is a great mashup of Tron and billiards, with a fun wind-up toy thrown in. I really like how the walls in the facility act like the diamonds on a billiards table, so if can do your angle calculations (or if you have spent some time with "Donald Duck in Mathmagic Land"--do kids in schools still watch that?) you can figure out how to solve the puzzle. Gameplay was smooth and intuitive. I wanted Err to succeed in his mission, so the game had me interested enough to keep playing. Thanks for the fun!

I can tell this is one of those games that I would obsess over for hours, and never get past "Easy."  I don't know if you ever played any "Stardew Valley,' but I had a similar reaction to the fishing mechanic in that game. It took me soooo long to get the hang of it, and it looks like yours would be the same, for me at least. Like other people are saying, key bindings would help, although each one would need a forward and back, so that would be eight keys for the hard one. Hmmm. I don't have a good solution for you. Not all games need a story, but it would help me to stay invested in the game if I knew why this beach ball is there, collecting gems, and avoiding lava. The audio and visual design really work together well, and the game loop is fast (very fast in my case), so there is nothing getting in the way of multiple attempts. Congratulations on finishing your game!

Thank you for the feedback! I will definitely implement those suggestions after the jam. Your game is next in my queue.

I really admire the aesthetics of this game, and playing as the guiding wisp is a fun twist. You certainly have the makings of a much longer game. Normally, I like a bit more of a tutorial, but I think the absence of one really works in this game. Part of the atmosphere is discovering what this wisp can actually do. I also thank you for not making the interactions with the environment be so dependent on reflexes or crazy key combinations; as long as the wisp is in the right place, it does the thing. As an older gamer, I salute you for appealing to a broader audience.

What an amazing game! You captured that Prohibition-era, hard-boiled detective vibe perfectly, right down to the font. You made the right call allowing for the recording of entire phrases at a time rather than asking the player to time it to the word; the way it plays right now never pushes beyond the frustration threshold. Once the puzzle is solved, recording it is not too tricky. I don't know how you achieved this much polish in seven days, but I applaud you and thank you for a fun experience!

This is such a delightful, charming game. The environmental hazards abound, and yet the game mechanic is very forgiving in terms of getting boats back on course (or even sailing through the landmass). This place would be terrible to sail in real life with all those storms and hurricanes, but it's perfect for the game world you have created. A sail around the course takes only a few minutes, which leads to that ideal "just one more try" gamer mentality. You've hit the sweet spot with a very polished game. I really hope Brackeys gets a chance to see this one!

The title explains the main concept pretty clearly. After a few attempts, I figured out how to play, and you make it fun and rewarding to reach each rewind point. A small suggestion would be to draw the explosion in the same style as the other artwork. That way, you keep everything in a consistent game world. Nice job!

Thank you for the feedback!

Thanks for the feedback! Yeah, the pacing and the placement glitch are common themes in the critiques. Gotta get on those! Thanks again.

Like other commenters, I agree that this game really succeeds in terms of atmosphere. The minotaur jumpscare got me every damn time. I really appreciate the classical allusions in your game, and you could perhaps lean into more aspects of the myth. You execute the golden thread very well. If you are going to continue developing this game, I would suggest you take a look at three aspects: tiling, story, and props. I realize that making every wall look like every other wall is part of the design, but right now that brick and timber texture repeats way too often. It's out of scale compared to actual bricks. Take a look at a real-world brick wall, and you'll see that you could easily double the scale and thus repeat half as much. Each jumpscare could give a piece of the story. Why am I here? What am I looking for? How did I lose my soul? Am I Theseus or Ariadne? Neither? In terms of props, I really dig the random cockroaches. Perfect! Throw in some more critters: spiders and rats would be awesome! The occasional bonepile, smashed urn, or rusted armor from the minotaur's previous victims would help break up the visual monotony and give other indicators besides the thread of where the player has been, without taking away from the difficulty too much. You have real potential here, so I would strongly encourage you to not let this game be done after the jam.

Congratulations on finishing your game! This is really impressive considering you are just getting started in Unity. The animation on the butterfly and frog are especially nice. If you are going to continue to develop this game, I would suggest you think about the believability of some of the mechanics. How does a butterfly carry a huge rock? How is it possible to rewind holding something it didn't have during the rewound moments? I realize it's a video game, so real-world physics don't apply, but it would be cool to work out answers to those questions. Otherwise, you have created an enjoyable game and should be very proud of your achievement.

Thank you for the feedback. I will try to track down that bug. I keep thinking about your game and that cute character, well done once again.

Thanks for giving my game a try! Everyone seems to agree that the memorizing phase is way too long. The next version will streamline all of that. I appreciate your time and feedback!

The atmosphere of the silhouettes, the pyramid in the twilight, and the Egyptian music all worked together to create  an enjoyable, mysterious ambience. Maybe I'm reading too much into the design, but the phrases on the bottom of the screen seemed almost poetic, like something out of Rumi. I was not very good at the puzzles, but that's not the fault of the game, but rather of my aging reflexes. Thank you for this moonlit experience!

Thank you for the bug report. Yeah, I need to disable new token placement until the animation finishes. I appreciate the screenshot. This is my first game jam, and all the advice I got (from YouTubers like Vimlark) was to keep the game really simple and easy, but I think I might have gone too far in that direction. I will put your game next in my queue. Thanks again!

A solid puzzle platformer! The mechanics are clear from the start and more than fair, but also very challenging. There are extra rewards--the screws--for those who want to try and max out the level, or they can simply take the direct route to the door. The music fit the atmosphere created by those wonderful graphics, although a slightly longer music loop could be good, because it repeats very quickly. I would have liked to hear more audio effects in this creepy factory, plenty of opportunity for some fun sound design. My big wish would be for a player sprite; it's hard to feel the character of a simple ball. I could easily burn many hours trying to solve all these puzzles. Congratulations on creating such a satisfying experience!

Yeah, that seems to everyone's feedback. I guess I over-compensated thinking that people needed time to memorize. I always needed to do a little chant when I played it: "dark blue card...purple spill...star coin..." Video game players are sharper than that. Thanks for taking the time to look at my game, I really appreciate it. Yours will be next in my queue.

I really enjoyed the look of the lab, especially the color-shifting material on the walls and hexes. The character is very appealing with smooth, responsive movement. The chronosphere is a fun mechanic to play with and appears quickly when called. Is this just a one-room arena, or am I really that bad at this type of game that I couldn't figure out how to get past the lasers. I would have loved to explore the facility more.

Thank you for the feedback. I'm glad you enjoyed the random outcomes at the end!

The look and feel of the game is really appealing. I definitely could have played for several more levels, with puzzles of ever-increasing difficulty. The music and sound effects presented a unified design. How I got my cube's color to reset was the only confusing part; I often just rolled around and rewound until it eventually did, but I could never make it reset consistently (or, does it just fade off after a certain number of moves?) Perhaps that bit could be clarified, but otherwise, a great game experience.

This game has a really fun design, and the rewind mechanic is one of the best of the games I have played so far. The clip manipulation was a perfect mini-version of a video editing timeline, and editing them was just as much fun as the actual playing part, so it was like getting two games in one. Like the other commenters, I could not get past King Kong; I think I need to collect water in the pool and slide it under the lady, but I could never get there in time. You could easily expand this game into a full version with lots of other classic movie genres to choose from. Some ideas to consider: give the director a few other comments that get selected randomly, or  it would be fun to hear him get progressively more frustrated. You could also put one more tool in the clip editor: the ability to cut clips and have their action stop and start would add an additional challenge for later levels. Thank you for the really fun game experience!

This game has a lot of polish. The instructions scene had all the essential information laid out in a clear, well-designed manner. It didn't take long at all to figure out how gameplay worked once in the game. The foxy character is cute and appealing, and the progression in the level is smooth. The music and sound effects match the tone of the game. If you wanted to continue to develop this game, I would suggest you rotate the tree in the opposite direction of the player input; we want to feel like we are controlling the fox, but right now it feels like we control the tree. In terms of the character, I suggest that it snaps back from its stretched pose sooner, and has more overlapping action on the tail. Finally, for the score to have some meaning, the fox should reach the bottom of the tree, and be able to move on to a new tree in a new forest. I was really invested in the rewind mechanic and getting those points, but I also think you could encourage the player to try and progress with as few bounces as possible on each ring--really good players should be rewarded for moving on to the next ring in only one bounce. Sorry for the long comment, but I was really into this one, and I could easily see it on the App or Android store, so I would strongly encourage you to keep developing it.

Good job getting in some of the classic platformer mechanics, including a double jump and wall climb. The atmosphere was nice and creepy, perfect for a dungeon story. Since this game relies on a plot twist with a nice development in the middle, you might give a mysterious hint at the beginning that there is something odd about the monster, just so that the player can nod at the end with the final reveal. The game has a few traps that are hard to anticipate the first time through, so a "peek down" feature where the camera dips briefly could be a nice addition. Some of the props like the crates were interactable, so I really wanted to drink from those bottles--could be something to add for future development. Great work!

I was hoping someone would have the courage to go with a pun on "wind." I first wanted to do a tornado game, but lost my nerve. This game was enjoyable and quite challenging. Paying attention to two aspects--the kid and the kite--made for some exciting moments. I really like the mood of this piece. I found myself wanting to know more about the story from the opening cutscene. If you continue to develop this game, I would hope for a continuation of that mysterious email (or is it in there and I just didn't get far enough?) If you are looking for other suggestions, the obvious one is to have the kite string actually attach to the hand, so there is no gap in the silhouette. That's probably a challenge with the physics and the line renderer, but I really think that extra polish would be worth it if you are going to continue this game's development. Great work!

I think the time machine concept could be a good one for the jam, but I'm not sure how time travel works in this game. I might have missed it. The LMB attack was pretty clear, but I could not quite get the hang of the RMB, probably my fault, but I didn't really get what it did (maybe it's the time travel piece I missed?)  The spinning clock in the corner looked cool. The low-poly game objects in a higher-poly environment felt a little disconnected; maybe choose one style or the other, but not both. (I have the same issue in my game, a detailed bg image with my waaaay less detailed art on top, just doesn't work as well). Good job getting your game done for the jam, especially in 3D.

What a great challenge! I'm definitely going to keep coming back to this one to try and beat the later levels. The clones moved faster than the original, but I think that was intentional, so it's not just a matter of counting seconds, but actually accounting for the clone's acceleration. It wasn't easy, for sure. Thanks for the option to turn off the sound. I found myself turning it off while I did my strategizing and then turning it back on to actually do my attempt. The attempt just wasn't as fun without that catchy tune. This is exactly the kind of game I was hoping to play in this jam. Thank you!

Thanks for the feedback! That godly voice, though, maybe it <was> really all in your head. Time to go check out your game!

I played this one to the end, had me hooked from the start. Such a great take on the rewind theme, supported by clear visuals and audio. I learned how to play very quickly, but the puzzles were good challenges. I would easily play many more levels of this concept, with more traps and ways for the hero to die. If you wanted to think about a change, I never really got the idea--from the game itself--that I was a necromancer. A short cutscene to introduce the game would easily solve that problem. Anyway, awesome work, you should be very proud of your achievement.

The game has an effective way of teaching the player how to think about each level and then gradually letting them figure out the rest on their own. It looks great, and the bloom is consistent with the overall design (but maybe offer a setting to dial it back a little...is that even possible?) This is a very polished submission for the jam, well done!

Thanks for the feedback. I totally agree. Fewer button presses and snappier motion.

I've been playing a bunch of Ori, Hollow Knight, and Celeste this summer, and you have definitely tapped into those vibes, especially Celeste. You hit that sweet spot of a challenging game where the frustration comes from the player needing to get better instead of the controls being hard. That's not easy, but you did it! A small suggestion would be to have a visual indicator of the death (particles, material flash, etc.) rather than just a frozen screen, because each time it felt like the game had locked up for a moment, rather than simply being another death.

Once I got the mechanic, I was determined to keep getting better with each try. You plugged into that gamer itch to keep going. All of the menus were clear and easy to access. The song worked great for the game. As a small suggestion, consider some kind of visual when the bird crashes (screen shake, cartoony explosion, leaves bursting in the air) along with audio for the bird itself. Every 25m on the distance could also giving a rising audio indicator, so the player knows they just hit a milestone. If you are going to keep going with this game, consider a visual representation of the upgrade on the bird itself (for example, he gets sunglasses or a cape, when he gets more efficiency). Very fun game loop!

The atmosphere from the original song was really good, perfect for the theme of the game. Some additional audio, such as a sound for the stalker or the shutting of the door, or the winding of the clock, would have been helpful. The controls were a little tricky to remember, but it felt satisfying to keep that stalker in check. Great job on the theme.

Thank you for the great feedback.

Everything was very clear about how to play. The game has all the expected platformer features. The aggro posture of the enemies is a nice touch. If you were going to keep working on the game, I would suggest you add some audio and visual feedback when the enemies and the player are getting hit and taking damage. Good job getting to a complete game!