Thank you for your feedback. I could probably make the sword slightly smaller.
I was also hoping to add more enemies that would be harder to kill or move faster.
Thanks for playing!
Got all 88 coins! This game felt really polished. I liked how squishy the player felt and appreciated the small platforming details like you adding coyote time to the jumps.
There was great progression with seeing a path that I couldn’t access until I unlocked the skills to reach them.
The only thing I would have changed was how difficult it was to move the player sometimes. It took me so many tries to make it past the spikes that were close together (I died 101 times…).
Overall, great job on this one!
That’s a good thought.
I think for this game though, the mechanic might get lost in a first-person perspective since you’d be completely blind to where you’re moving. With it being top-down you can at least still see the layout of the room since the walls are not culled. However, it would be much more immersive and I like the idea of using spatial sounds to tell the player where the enemies are located. So maybe it would work.
Anyway, thanks for playing!
This is a really fun platformer game. Great job!
Once I realized there was a leaderboard, I played it so much more to try to get on the board.
There were a couple of parts that I got stuck at, at first. But the progression felt really good when you introduced a way to overcome an obstacle and then combined that skill with another one in a later level.
This was a cozy little game with a charming duck.
I agree with the last comment, I didn’t use my flashlight more than once. It was very difficult to read the notes at times though.
I know that this was not a complete game, but for the game progression, I would recommend adding many more islands that are a lot closer together. That way the player feels like they have “small wins” throughout the game. It makes the goal of reaching the final island less like an impossible feat because it’s broken out into small steps to get there.
Interesting idea. Once I started unlocking more golf balls and powered them up it was getting more fun, it just took a while to get there.
Then I ran into a bug where a ball got stuck in a brick and the brick started going negative, then all the bricks stopped breaking and also went in the negative. This started stealing my money so that I couldn’t make any more progress.
As it got higher up the mountain, it felt more and more like a rage game. Not sure if that was the intention.
Game assets and environment looked good, but it was unclear how to attack. I think the units started attacking on their own, but it was hard to tell as only one unit would attack at a time even though they were all surrounding the enemy.
The two separate controllers seems like it could be fun for two people, but it was hard to get a handle on the controls as a single player.
With more of what you were planning I could see this being fun, but I would seriously consider if both the necromancer and the deathknight should always be in there. Perhaps have just necro for 1 player and is you select 2 player from the main menu it enables the deathknight. Just a thought.
Had a hard time aiming well, and got nauseous after a few minutes with how fast the screen was moving.
Once I added everything to the bottom part of the inventory, I didn’t see a way to craft. I did notice that my spells changed after that so maybe I’m missing something.
This was fun though, I just wish I could have lasted long enough to make it to the final door.
This is impressive given the timeline and fun to play. Gave me Nodebuster meets Vampire Survivor vibes.
I didn’t love the taking damage from your attacks as it made it really hard to make progress early on. I could see it working if you were able to pick up “cores” during the game.
There were some polished parts that felt really good like the skill tree and music, but I would have liked to see enemy attack animations. Screen shake when getting hit was good though.
I played a few times and accidentally figured out that you must shoot the powerups to buy them. It worked for me once I did that. That being said, with some additional bosses that have different attack patterns this could have potential.
I would have liked to see some form of health bar to know that I was doing damage to the boss. I know the color changes to represent that, but for the first 10 seconds of shooting, I felt like I was doing no damage to the boss. If you don’t want to put a health bar, then I’d at least add some type of flash animation to the boss or particle effect to the bullets so it’s clear that they are hitting the boss and not just going past.
I think right-click aim, left-click fire would make more sense too.
I wanted to at least add some type of particle effect or shader that enables when the arrow is on the floor or stuck in a wall to help with retrieving it.
I realized after submitting the game that having the crewmate behind the glass right after telling the player to find their crew was confusing. The trigger outside was at the very end of the trail with the bones. That should trigger the end of the game.
Overall, thank you for your feedback, it will help me improve upon this game going forward!
Thank you for playing and taking the time to record your playtesting!
Watching you play my game was cool, but it was hard to see you run into the bugs with the enemies not spawning when you picked up the arrow or not having a clear direction of where to go. I so badly wanted to interject and give hints about where to go or explain a bug, but that just showed me where improvements need to be made in the game design.
By the way, you did make it to the end. It was at the end of the path outside. Approaching the pile of bones in the middle is supposed to trigger the end of the game since you have found your missing crew.
All in all, this was very helpful for me to see what I need to fix in this game, and I appreciate your time/effort in making this playthrough!
My favorite game of the 2023 GMTK Game Jam. Loved the music, and there was so much polish on some of the little things like the jump animation and holding down the jump button.
I also really liked how you slowly added more and more complex features.
I couldn't stop playing the game, and I appreciate the little Easter Egg you left at the end. Thanks for that!
Please continue to work on this game. I'd love to see more.