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Soulkeeper10B

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A member registered May 02, 2024 · View creator page →

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Thank you!

I'm glad you liked the spirit's movement, that was where I started development and wanted to get the right feel across. I wasn't sure if the overshooting was too much and it varies based on how far it has to move, but I'm glad it was at least interesting.

I would like each button activated to have a sound, and when the vortexes are placed and grow. And I agree, possibly for collecting, though it would have to be very subtle to not become overbearing. Hm, maybe a very small sound just when the spirit collects the mana . . .

Ah, you found my  flaw I was hoping no one would find! I am chagrined to admit I didn't know how to actually block the player from walking off the platform until the upgrades were purchased and just hoped no one would notice you can actually pick up all the upgrade items from the beginning of the game. Sorry about letting your progress get stopped like that. I also wanted to add a toggle to the spinner so the player can turn off the auto turning to threads, but ran out of time before I could figure that out as well. So I completely agree with your constructive criticisms and those all need changed.

Thank you so much for your feedback!

I really like the art! I read some earlier comments so I'm confident you know it would be better to add sound, instructions, and more feedback on everything. Even though you haven't implemented much if any choices for the player to make, I really like it as a proof of concept. With a little strategy to go along with the luck it could be very compelling. 

For some reason, probably the shape of the presentation, I was reminded of Backpack Battles and would recommend their demo as a good resource to get ideas on how to communicate with the player how the battle changes as the dice keep rolling.

I really hope you work on the game again in the future. I would love to play it again with more choices for the player to make.

My very first impression was that the water animation on the start screen was crazy impressive. All the special effects for the characters were really impressive. Some of them needed tuning for game feel, but for looks they were top notch. Also, all four characters look great. Did you make them all yourself? They look professional. 

I happened to have a group of 9 year old boys walk behind me while I played and they all really liked the look of the Battle Mage in particular.

Others have already mentioned the camera controls and I saw a reply that you know it's an issue. I do want to reiterate that solving the camera issues is the most important thing you can do next. The floaty,  unintuitive controls were giving me motion sickness and I still feel  queasy. I also really struggled with the jumping with the camera and never made it to the end of the level with any of the characters. 

When I tried the gunner, most of her skills didn't seem to shoot anything and her animation had her move her gun to the side. Just maybe a bug to keep an eye out for.

The last note would be I would love to have a hint (doesn't need much at all) of what the intent of the game is. Is there a story going to be connected to these characters someday? The title screen seemed to imply there might be, but the level felt like a tech demo with no particular purpose beside testing out the characters. It's fine either way, but I think a little clarity there could make a big impact.

A simple game done well. I agree it's pretty hard to actually win. I decided I'd play until the AI died once and that was a good enough victory for me. I like the look of the balls with their artwork and particles. The background and characters could use a little something, but they do the most important part of their jobs by being easy to read clearly. All the physics worked well and made a fun experience.

I had fun messing with the waves, that was a good idea! I particularly liked the shape of the kraken before pressing any keys, it might have been a nice touch to find a way to get the tentacles to return to that position when idle.  I had the tentacles shoot off across the screen a few times and one time the small boat shot across the screen and was lost. Those are pretty small quibbles though. The premise and fun are clear and present.

I'm impressed with the look, sound, and polish of the game. The cozy village spread out on several flying islands was charming. My skill were dismal, consistently getting less than half the airplanes to their destinations. I could clearly see the yellow markers (though sometimes it felt like I had to spin my airplane around to orient myself over and over again). However, while I could tell that the wind would change and it had something to do with the UI at the top of the screen, I wasn't sure what the relationship was or how to actively use it to my advantage. For example, one time I could see two different houses with targets and I wasn't sure whether to aim for the near one or the far one because I wasn't sure if I should expect an updraft or what. 

All that to say, the game was fun and well communicated enough for me to have opinions on difficulty. Well done.

There isn't a lose condition. My intent was just to have the baddies slow you down instead of killing you outright. I would have liked to implement a mechanic where if you took too long you would start losing the fruit you had gained. (The sunlight would set you on fire and then the character would crack open the healing fruit one at a time to keep going. The lose condition then would be if you are still in the sunlight with no more fruit. But due to time constraints, that didn't make it in). Thank you so much for playing and for your quality feedback! I appreciate it.

I picked up the items, but I could not tell what the man was saying. The whispered "s" sound and the reverb-y echo of the cave drowned out his voice almost entirely. It looks really cool and the concept is very intriguing, but the frustration of straining my ears as hard as I could and knowing I'm missing the explanation of the mechanics anyway, was too much for me.

Very cool experience. I really liked how the point and click with the flashlight on really gave an impression of needing to quietly cover space in each room and only having one hand to mess with items because your other hand is holding tight to the flashlight. 

I made it to the 4th room, though room 3 had some unnecessary jank to it (why so many independent steps to get the key? It took me a long time to click the bucket in exactly the right spot too). Unfortunately I couldn't figure out the code and had to just give up. The tenseness of the flashlight mechanic did not go well with needing to trial and error to figure out which of the clues mattered to the lockbox. I only complain because I really did want to finish it so good job on the fun aspect. The art style was very clear and evocative. And the sound did it's job so well. I could tell when the monster was coming in a subtle (but still clear) way. That's impressive to me.

I  fixed the bug making that dying cry so loud. Thank you for letting me know!

That's a pretty good score! 

I could test zooming the camera out to give more visibility, might be a big improvement.

Thanks for the feedback and for playing!

I liked how the art style reminded me of old school tabletop gaming with the drawn in walls and the combat reminded me of Genshin Impact (there's probably lots of games that are a better example of a team with one basic ability that triggers on 'E' and a special on 'Q', but that's my limit I guess.) 

I agree about panning the screen by tapping on WASD over and over again instead of holding. And I agree about the ending, but it sounds like you just needed more time with that.

My big struggle was getting the 'E' abilities to actually trigger and switching from a single unit back to the whole team. I kept forgetting which number was which unit too. I wasn't sure if the ability wasn't triggering because I missed right clicking on the hit box or because the unit I was controlling was stuck behind a different unit. Personally, I would have liked to see all the abilities lined up in the UI at all times since there's a hard max of ten and be able to see at a glance when their energy has charged back up again so I could quickly switch over to that unit and use the ability quickly.

I really enjoyed playing. The controls were pretty intuitive overall and I really liked the sound design and background art. 

I really found myself enjoying the simplicity here. I was sad the bug that makes no more clients or cats appear started on the third or fourth day and didn't fix itself the day after that. The good news is I wanted to keep playing if I  could have. Well done.

I really liked the atmosphere created with the music, the still images, and the roving flashlights. I found myself wishing that the range of the flashlight was a little wider, but also that would be really cool to see grow over levels as the main character is better able to remember things about their house, I think that might be a neat way to show character development with player progression.

Finding the dishcloth in the toaster felt a little confusing, I think because the main shape of it was hidden so it didn't match the icon at the bottom of the screen very much anymore.

Even though it's not finished, I definitely could tell what the game might be like finished and I liked the experience!

There is something fun about the concept of a character that is a stuck-together ball of people, kind of like an old game of a three-legged race. And there's an interesting idea about having to face away from an enemy to tank an attack, it wasn't needed against these enemies, but the game worked well enough I could see a hypothetical situation where I would need to do that.

My favorite aspects were the characters. You used the simple triangle shapes as a good base to add personality too and I liked how distinct each one felt. Their individual theme songs really went a long way to sell their distinct identities.

I mostly allied unless I thought they would betray me and that got me through many levels, although it left me too low on points to make it all the way through, which felt fair.

The button in the top right to flip over the page took me a while to click and I had no idea it would show a helpful explanation on the back, so using a different system for that or moving that info into the "tutorial" scroll might be a good change. I thought it was some sort of "undo" button.

I like the ideas for the cards affecting, but not overriding, the basic triangle to Rock, Paper, Scissors. I noticed the player and the opponent are given the exact same cards in the same order and that is a pretty important thing to change to simulate card game mechanics. It would be interesting if different characters had different decks later on in development.

I'm glad the starting difficulty was low enough for me to win against the first (and currently only available) opponent on the first try as the frustration of guessing incorrectly is an inherent danger to the concept.

The game definitely made me laugh. I wish I could explore more of the zoo. The basics do work and it is fun to send the penguins to battle, everything just needs more time and work, which you already know. If I see an update to this some day I'd love to play it again.