On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Sly Panda

117
Posts
8
Followers
2
Following
A member registered Jul 10, 2020 · View creator page →

Creator of

Recent community posts

I don't really like idle clicky games as I end up playing them for way too loud.  It did feel a little generic.  I did however keep playing it for longer than i'd like to admit and those catchy soundtracks that play during bonus rounds scored some points.

Interesting game idea, it was a bit hard (went through about 50 times and never managed to diffuse any)  if the rewind option let you go back before you blew up it would be better I think.  It wasn't very clear what do to and with no clear clues it seemed a bit like a "take a guess and hope for the best".

(1 edit)

Quite a fun game, it was difficult to tell what tiles I could move to and which I couldn't on some of the levels and I got stuck at this level:

 (Pic doesn't seem to load, but there were 5 actions and i'm not smart enough to figure it out :P)

That's more my lack of skill than anything and no fault in the game, really good fun and fits the theme quite nicely.  Bonus points for mute options.

The music and animations were perfect, I liked the art style as well.  It did seem a little easy (nothing seemed to be able to kill me) and the jump was a little weird if you were too close to the edges.  Mighta been cool if the elevator platforms that come down did damage to you as I didn't really need to rewind.

Overall it was quite fun and looked really good.

The alternative controls don't seem to work, but I love the graphics and the old JRPG style dialogs, game had the nostalgia feels, sadly couldn't complete it as the right trigger option didn't work.

Good entry though and rewinding the walls was kinda an interesting take on the theme.

The dodge mechanic working in reverse fits the theme quite well.  I couldn't really kill any enemies but attacking them was satisfying as they spurted out blood.  The sounds fit well and the menu sounds were really good.

The camera was a nightmare for me, I get motion sickness and the speed that your camera bounces around when you move made me sick pretty quickly, might want to tweak that a little.

Overall quite a fun game, nice work

Thanks for the feedback, greatly appreciated!

Hey thanks for the feedback.

The bug you mention we noticed as well and have stopped disabling the players movement whilst events are on screen (except during combat which is being overhauled) and it should address that issue.  The helm has a few options at the start but I don't like that you HAVE to continue to the next event and can't go look around or skip things which you have already done.  This will all be addressed in a post-jam update and i'd love it if you were to check it out after after the rating period is over and we've updated/polished the game. 

Hey thanks for the kind words.

We'll be sure to check your game out.

Thanks for the feedback, we'll take a look at yours and leave you some feedback as well.

Hey thanks for playing and for leaving us some feedback.

The infirmary will heal you up if you enter and head toward the center of the room, you aren't introduced to the med bay until later on in the story and that was a bit of a mistake on our end. We're looking into adding a tutorial or some tutorial events after the jam as well as increasing the pace of the game and improving the combat.  

So be sure to check us out after the jam is over if you want to give a more polished/updated version a go.

Hey Lincoln, 

We have been talking about that very thing, prior knowledge in consecutive loops so you don't need to redo much of the things you have already been through (Depending on your experiences in previous loops).  We have been discussing this quite at length the past 24 hours  and it's good to see that others outside of the team think it's needed.

As you say it would make it more forgiving and make the loop feel more like a loop and less like you are triggering a game over.  

Thank you for the feedback, it is greatly appreciated.

 

Thanks for the kind words!  The music wasn't the best I agree, we don't have someone that does music on the team anymore so we were stuck with choosing from our library of music of having silence, I'd love to hear what sort of music you think would fit as i'm a bit tone deaf when it comes to music.

As for the tutorial we'll be adding a tutorial in after the rating period is over, most likely that will be the first decision the player makes, whether to play through the tutorial or start the story. (only on the first loop of course).  We'll also be adding a more intuitive map/navigation system as the current map (Press M) lacks a "You are here" which I think would make navigation a lot easier.

Thank you for the feedback, it's greatly appreciated and we'll be sure to check out your game.

There are a few loop scenarios but not too many.  A lot of the decisions made are just to send you down certain story branches, unless of course you pick one of the wrong ones and trigger a loop restart. The outcomes of the decisions are not random, but as you get deeper into the story that is made a little clearer. 

Sadly the combat system lets the game down a lot, stopping some folk from being able to progress and we've already been working on improvements there, so if you follow us then once the rating period is over we'll push an update which addresses all feedback we've received so far, and you can hopefully give it another go.

Thanks for playing and leaving feedback, it is greatly appreciated.

Hey thanks for the feedback, the story introduces you to healing a little late, but you can go to the med bay anytime to fully heal.  We'll be sure to add a tutorial to the start of the first loop when we're allowed.

People running from the droids is something we'll be implementing with a post-jam update as well as a fix for the droids pushing you around/into walls.

Hey thanks for playing and for the feedback, there is a map (press M) to help navigate and you can zoom in and out with the mouse scroll wheel.  We'll be adding a sprint option in as well with an update addressing all of the feedback we've been getting after the rating period is over, so if you want to give it another go then we'd love more feedback on that after the jam.

Your feedback is greatly appreciated and we'll be sure to check out your game.

Thanks for the feedback, the combat system we uploaded with will forever haunt us, we're already hard at work on a better system.

Really appreciate you taking the time to play it and i'm glad you found it fun, Thank you!

I was a bit confused at first in the cave, until I went back and found the bag, but managed to get through it till the zombie level.  I failed three times in a row with a little under 30 seconds on the clock at each but it was quite fun.  It did feel like the range of the gun was a bit short and I often found myself shooting at things that were out of range.

Now that the slightly negative is out of the way I wanted to say scene 2 inside the house looked absolutely stunning. The room was well put together and I was really impressed with how perfect it was.

Really good work on putting the game together, i'll try it again once I sleep to see what comes after the zombie level, it may take a while as i'm terrible at FPS games.

Not a problem, we could have made it more clear instead of having it in the controls menu, it was kind of hidden away.

Glad to hear it, we decided we will be publishing an updated and polished version once the rating period is over, be sure to check back on your top 5 in a few weeks :)

Hey thanks for checking it out. 

Your feedback is on the same track as most we have been hearing and we've already started work on addressing all of the issues you mention to be release for a post-jam build after the rating period is over.  It's really good to hear that you enjoyed the experience as well as the look we went with.

We'll be sure to check your game out and leave you some constructive feedback and a rating.

P.S They are not enemies until you go choose that branch of the story, until that point you can roam the ship freely without attack, the dialog could have been clearer when they are activated and we'll be sure to make sure that is the case when we update.

Hey H_Labs! Thanks for checking out the game.

I agree with you on the walking speed, I often upped it quite a bit whilst testing the different story branches.  Instead of upping the base speed however we'll most likely introduce a sprint mechanic, which should increase the pace without significantly changing the story experience.  The combat system was one of the last things we added and we could have implemented it better, the delay between actions can be frustrating. 

I'm glad to see you're still pushing on through the story to explore all the different branches, there would have been more dialog if there was time but as you say, we already packed in quite a lot in the time we had.

We'll be releasing an update in 2 weeks when the rating period is over that addresses the issues you highlighted as well as expanding upon the story as we have a fair bit more dialog but didn't have the time to code in the mechanics.  If you enjoy this sort of game and the genre in general then be sure to check back once we update and we'll welcome anymore feedback you might have.

Hey thanks for checking it out and for the positive feedback!

Hey thanks for the feedback.

We do indeed plan to continue working on it and will be uploading an update as soon as the rating period is over, so keep an eye on our page around then if you want to try a more polished version.

I'll be sure to check out your game and leave you a rating and some feedback.

Hey thanks for taking the time to play our game and leave us some feedback, it's greatly appreciated!

The combat complaint is the most common one we've been hearing and we've got some updates already in place to make it less tedious and more rewarding.  The combat was one of the later additions to the project and we didn't have enough time to get it to match our plan entirely. We should have probably spent a little more time on it to get it right, but that's the good thing about game jams, you learn from your mistakes!

 We'll be uploading an update in 2 weeks when the rating period is over so be sure to check back in if you like the game so far, and if you think of anymore feedback in the meantime we'd love to hear it.

Hey thanks for the positive comments, I'm glad you liked it overall.  There is a map if you press M that will tell you at least where the rooms are and the dialog does it's best to point you to the right location.   I agree we could have done with a more visual indicator as well as a "You are here" sort of thing on the map, but as it is with jam games we just didn't have enough time to get everything we wanted in.

We will definitely be releasing a post jam update (probably the day the voting period ends) which will address the issue you highlighted as well as issues that were pointed out/suggested by other players as there seems to be a general consensus on a few aspects we could improve.

I appreciate you taking the time to try it out and to leave us feedback and I look forward to hearing from you again once we have released a post-jam update.

Thank you!

Hey, there is a map if you press M that has the rooms labelled, I agree an objective indicator would have helped a bunch and we actually started implementation of that but ran out of time (That's the green effect around your station on the bridge).

Thanks for taking the time to try it out and sending feedback, it's greatly appreciated.

Hey thanks for trying our game and taking the time to leave feedback.  The combat slows the game down quite a bit and that (along with no sprint option) has been mentioned quite a bit as negatives so we'll be sure to address that post-jam.  

It's slightly disappointing that the pace issues will lead to people not experiencing a large portion of the story and we'll be updating as soon as we're allowed to, so feel free to follow us for updates if you want to check out an updated version.

Hey thanks for playing on the stream and giving some honest feedback, it will help us improve going forward and gives us more things to look out for on our next project.

The combat was initially too fast when testing but we went too far in the opposite direction  and the delays are frustrating to watch now, we'll certainly be reverting that post-jam.  We were initially planning to have the combat a bit less random (opponent's move) but we had so many different things to implement we sort of just got the combat working and moved onto other elements.

Glad it made you laugh, countless hours went into the dialogue and story for the game, sadly it's let down by the combat issues killing the pace of the game quite a bit.  We'll be posting a post-jam update shortly after the rating period ends to address the issues you highlighted so be sure to check it back out then if you enjoy this sort of game to experience the story with less immersion breaking combat.

Absolutely, I've got quite an extensive list of games I still have to check out so i'll be sure to add yours to it and get it tested.

(2 edits)

Hey thanks for the detailed feedback!  we tried to strike a balance where you could push things around and be pushed around yourself as well but it has had the unintended side effect of occasionally glitching you into a wall in certain areas if combat or dialogue is triggered which is a shame.  But we'll be s sure to fix that in a short update once the jam is over. 

We added the disabling your movement during pop-ups as when testing it was often the case that the player would miss the story dialogues by leaving the room after it was triggered causing confusion on what the new objective was.   

As for the crew members ignoring the hostiles, that was purely because we ran out of time, we added 15 new unique crew members and were still working through their animations as the deadline approached so we opted to just have them either roam and carry out their tasks or remain at their posts.   If we got more time we'd have added some panic animations. :)

Other than that we haven't had any reports of anything else major so that's reassuring.   Thanks again for the honest feedback, this is the sort of feedback we need so we can improve going forward!

Really clever take on the theme, restricted controls can be a nightmare if done wrong but they are handled really well here.

This looks really good, a 3d-ish platformer with a nice storyline.  The plants shrinking and being used to get over obstacles is a really nice touch and rewinding their growth fits the theme really well.

I just added a screenshot of the map as a few folk have mentioned not knowing it was there :)

There is a labelled map (Press M) - It's mentioned in the controls menu in the main menu but it was easy to miss. :)

Hey thanks for the feedback and for checking out the game, I hope you got a chance to explore some of the story branches as our poor writer was locked in a room for a week not allowed to leave until there was more content than anyone could get through haha! (we didn't actually lock her up, she's just sleep deprived).

Always a pleasure to see positive comments and feedback, makes the work worthwhile.

Yeah, we setup the groundwork on day 1 for implementing events and left our writer to it, the designer sorted the environment and I made it all work together,  I used to hate group projects but this week has changed my mind on that.

Quite a fun game, was a bit confused on the first level as it just seemed like your everyday platformer, but once you had to start rewinding the path of the platforms it got quite interesting.  The last part where you had to shoot the button was quite difficult and I almost gave up, but once I hit it I won the game so that part was probably meant to be quite difficult.

Good solid game with a nice take on the theme.