This is such a funny coincidence, I played your game with my sister yesterday! We've been laughing non stop about the artstyle and the voicelines, it's a masterpiece lmao :D Unfortunately I forgot to rate it, let me fix this real quick...
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Thank you for the feedback :D Yes, I know that the pause is annoying, my bad, I've come to the conclusion that next time I maybe should just slow the player down a little bit if I want to achieve a similar feeling without the annoying part. Also I noticed too late that you can't restart the first level so again, my bad ._.
Anyway thanks for the honest yet inspiring comment :)
I'm sorry to hear that. The fact that the levels have no boundaries is one of the biggest complains I got for my game, and it's my bad for having missed that. About the performance I think it's the fact that I accidentally exported as a debug build and some people noticed and commented that it can make the performance worse. If I ever revisit this project I'll update it by fixing everything that has been criticized about it, so thank you a lot for your feedback :D
I'm sorry you disliked my game. Please understand that it was made by a beginner for a game jam, so most of the negative things are mostly due to lack of time and/or experience on my side. About the "plot", i actually had much more detailed dialogue written, but I found it a bit too lengthy and boring but instead of adding a skip button or something my dumb ass decided to just remove more than half of it -_-. If I ever revisit this I'll fix everything that caused negative feedback. Thank you for your honest comment :) it helps a lot actually
Thank you for your feedback! Yeah I got a lot of criticism for the fact that you can't move for a third of a second after landing since it can feel clunky, my bad. I added this just to give more weight and control to the player but this turned out to be a mistake.
p.s. we should invent a secret salute for godot users
The amount of polish incredible. If I can give some critique it might be the fact that the background is as saturated as the foreground so important items blend into the background at times (or it might be just me, I'm colorblind) also for some reason the performance was not that great, under 30 FPS which is weird for a low demanding game (and again it might be me, with either my not-that-awesome PC or the HTML export)
Well polished and good visuals. Only thing is that at first I was confused about what to do, so maybe some kind of tutorial would be appreciated (or maybe it was me who missed idk lol). I would have loved to get some sound effects with it but it's not a big deal. Still a really well executed concept, good luck :D
Also I forgot to mention that it took me a while to figure out the fact that i can rotate the tool selection with the mouse wheel, maybe the tutorial could have been a little bit clearer (sorry if I sound like I'm criticizing you too much please don't take it personally I'm just trying to give you constructive feedback with the best of intentions :) )
Really cute visuals and really over the top amount of polish. Only thing I feel that you could have added a little bit of that "game juice" (screenshake, more particles, postprocessing etc) since the game can look a little static at times. But the artstyle definitely makes up for that so no worries :D Also I didn't really grasp whether or not you followed the jam theme, but that's not essential so it's ok. Good luck with your projects :D
A cute and surprisingly well polished game :) Unfortunately I didn't manage to get any of the endings (since I suppose there are endings for when you collect all coins and for when you don't collect any coins at all by how they're positioned and by how the characters talk, if I guessed right it means you managed to communicate that in a very subtle yet concrete way, congrats), in my opinion it's a little bit too challenging lol. Great submission despite that :D
A cute and surprisingly well polished game :) Unfortunately I didn't manage to get any of the endings (since I suppose there are endings for when you collect all coins and for when you don't collect any coins at all by how they're positioned and by how the characters talk, if I guessed right it means you managed to communicate that in a very subtle yet concrete way, congrats), in my opinion it's a little bit too challenging lol. Great submission despite that :D
I'm glad you liked the visuals :D As for the jumping, I have already received some critique for it. Fact is that I made that on purpose. By buggy I think you probably mean the fact that after landing the character stops for 0.3 seconds. I thought that this could add more "weight" and control to the character but I was wrong. Someone on this comment section reccomended me to try to let the player decide when to stop the jump and when not to by pressing the down key eventually. If I ever revisit this project I'll keep that in mind, thank you for your feedback :D
Unfortunately I have to agree with you, mostly because I was running out of time. I had twice as much dialogue to make a fuller story / semi-lore, but then I thought it was boring and instead of adding a skip button (as someone in this comment section already suggested) my dumb ass decided to just delete half of the dialogue making it feel superficial. Same about the puzzles, I would have had many more chances of designing much more interesting puzzles if I had separate key "layers" (for example a blue key opens blue locks etc etc) for example, but since I was again, running out of time, I decided to just stick with what I had already got (probably a bad idea) and only after that I noticed that it gave me really few possibilites to make interesting levels. But hey, at least you liked the atmosphere, I'm glad :D thank you for your comment, receiving such detailed and honest feedback means a lot to me :D
Thank you for your comment! The stopping mechanic on landing was actually made on purpose, I agree that it can feel clunky and slow down the gameplay, but at the same time I wanted the player to feel in control as I've seen too many platformers with landings that are reallyt difficult to perform since the player just kept sliding on the platforms, and this was supposed to be more of a puzzle platformer instead of a skill based one so momentum wasn't my biggest concern. But again, I agree that it can be annoying, now that I think of it I probably should have just divided the x velocity on landing by some constant instead of just setting it to zero, thank you for the suggestion :D
As for the debug part it really went over my head, you're right thank you again for noticing ;)
I loved it! I don't know if it's a bug but sometimes it waits for a minute or so before switching to the next question. Anyways it made me laugh so many times for such a short game, and I'm really curious about seeing a potential behind the scenes devlog on BenBonk's channel, 5 stars on almost everything, great job :)