Thanks for playing and commenting. You're totally right, I could use some more set up options to smooth things out for the player during the set up phase.
StretchCodes
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This game is a trip. Honestly, the platforming felt great. Having the "Dash" mapped to TAB was a bit strange, but the general feel of the jump felt really good. The follow feature was well implemented as well, reminds me a lot of Celeste in a good way. Tons of depth there and it created some really frantic moments that were a ton of fun. I know you were using this Game Jam to experiment with shaders, and I'm sure you learned a lot, but the visuals made this game super challenging haha. It was hard to discern what exactly was going on.
Really cool puzzle game. A bit of a learning curve, and I think the small resolution and "handwritten" style font make the rules a bit hard to pick up on. This is a really clever idea though and really rich for a full-featured puzzle game. I did struggle early on though with the knife puzzle, I just couldn't figure out how to do in 8 moves!
A game where the entire movement system is based on a grappling hook is really smart. This is a really unique game, the movement was fun, and I think with some more development and polish, this could be really addicting. I love how you played with the lighting to create a spooky atmosphere that also challenges the player to be cautious with their mouse clicks.
For a 48 hour game jam, this is tremendous.
A couple thoughts for improvement, if that's OK. I think having some ambient glow or some way or hinting at where the spikes are could help. Right now, it feels like a lot of guessing and crossing your fingers you won't run into a spike. Some way of helping me discern where to click before I blindly launch myself into the darkness. Secondly, I think having some kind of way to help the player not get stuck on corners or stuck on spikes could help the movement feel super smooth. But for 48 hours, you crushed it!
Excellent work!
It was the attack timing. I think just some further noodling with speed, stagger, etc. would help it feel a bit more responsive. The wind up is really long to the point where I'd expect the weapon to do massive damage and have a lot of hit feedback. No Rest With The Wicked does a good job with having long wind ups but making sure each attack hits SUPER hard and feels really impactful. So there's no problem with long wind ups, but it might need some more "juice" and noodling of the numbers to really give it that oomph. This is also one man's opinion. I could be in the minority here! Hope this makes sense. Again, terrific job.
During my brainstorm phase, I also had an idea around preparing gladiators for the arena! Really nice work, especially for only a week. After a couple rounds I started to pick up on the pacing and flow of the combat although it wasn't immediately intuitive to me. Timing your attack to interrupt the enemy just before they swing is a huge part of the combat. Some additional weapons and enemy types (or maybe I didn't get far enough to unlock them?) would really help give this game some depth. Maybe a spear weapon to you poke enemies and keep your spacing? Maybe an enemy that tries to shoot you with a bow? Totally understand that this is all a tall order for only a week! Nice work, definitely have the base to something really fun here.
Beat it! Love that you went for a 3D platformer. It was an interesting design choice to make players run the building materials 1 at a time. It could be interesting, but it makes for a lot of backtracking that can feel a little repetitive at times. Maybe new enemies spawn in or the platforms move with the wind to help make it feel fresh each time you run back for a new part. Otherwise, really cool game.
Incredible artwork, complemented by the music it helps set a really nice vibe. The artistic vision is really clearly defined here. I struggled a bit with some of the platforming, and I wonder if tightening some of the colliders would've helped. It felt a bit claustrophic at times getting caught in between small platforms, but that might have been the mood you were going for! Really nice work overall especially for a week!
Really cool concept. I love the tongue in cheek tone of America trying to launch missiles at hurricanes. The gameplay was simple but still really fun . Would love to see some more interesting and unique turret types, and maybe a bit more variety in the enemy weather patterns. Really great work overall, especially for 1 week!
Really unique premise, and I found the flying ability to be pretty cool. The controls felt smooth and responsive and the art style was really standout. I think a bit more hierarchy in your visual design could help keep the game readable when there's lots of projectiles, but ultimately, a really cool experience.
Seems really interesting, but having a hard time with the interface and understanding what to do. I'm gonna bookmark and circle back in a couple days to see if things are updated before I rate. If you're using Unity, check your Canvas and make sure it's scaling with screen size. You can also manually set resolution for WebGL builds in the project settings. I think half my problem was the UI not fitting on the screen.
Such a clever and unique idea. You really nailed both the "calm" and the "storm" and did it in a highly original way. I wish maybe there was a high score system or someway to continue pushing the player to go farther and farther into the game. This is already a tremendous job well done for only 1 week!
You absolutely nailed the vibe with the use of great art, great sound design, and a very clear artistic vision. I'm not sure I fully understood the entire gameplay loop as there was one time I collected 1 bit of plunder and left and it said I had still succeeded. I would sometimes get stuck on things as well, like there were two chickens that wedged me between a fence and I couldn't move. But these are small grievances for what's otherwise a tremendous job well done in only 1 week.
Incredible concept and a great execution, especially for only 72 hours. My one thought is this: should the player be force to start at the beginning of the maze each time? I realize that by traveling to adjacent tiles I accumulate more points but it felt like I could negate some of my bad decisions if I wanted by placing easy tiles down, whereas if I was forced to start at the beginning each time, it might make me play through my decisions (good or bad). Either way, this is a fantastic entry and you should be very proud!
Love this idea for a top-down rogulike brawler. Really fresh and unique, and an addictive gameplay loop too. A couple thoughts. I wish there was a little more impact to the combat. Like a slight knockback or stagger to enemies or a just something to feel like my punches were really hitting. I also wish the new weapons and progression happened a little faster. But all-in-all, this is incredibly impressive for 72 hours! Nice work!
Nice, this was really unique and I love the fresh perspective on a classic prison break. I think this game could benefit from a short tutorial or just some general instructions to help get the basics squared up. I know a big part of the game is logical deduction and figuring things out for yourself, but things like knowing you can click on the guards to damage them, etc. could be helpful to know upfront. Otherwise, a really strong entry!
This is a game that takes a couple tries to wrap your head around, but once you get it, it's really enjoyable. Some of the mini games are a bit difficult to understand at first, but it definitely comes into its own once you take the time to learn them. A bit more of a tutorial or a more forgiving onboarding process might've helped, but for only 72 hours, this is awesome! Nice work!