Very cute game! It seems like a lot of time was spent on polish here, and it shows. I was a little confused in the beginning - I think that's because when the game told me to "press space to fish" or whatever I assumed I was waiting for the bait to drift over my bar and then press space, and I didn't know that I could move my bar. Later on in the game, I was annoyed by the fact that the bait could move suddenly in two directions - but I was only ever able to move my bar in one direction. You could probably solve both my problems by making the bar controlled by arrow keys, haha. I really liked the little dialogues as nice breaks from the fishing minigame - it would be cool if they were more spread out and rewarded me for fishing more.
StupidCupid
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I personally really struggle to enjoy rhythm games, but I do appreciate how well-crafted this game is - and what a great concept! There was a significant issue I spotted, that being that I could just button-mash without penalty; you should probably add something to stop that, and penalize me for hitting the button at the wrong time. But I suspect that's only really a problem for people who don't like rhythm games, haha. Great game!
This is a cute little game! I liked going into it totally blind, unlike most of these arcade-style games in this jam. It felt like there was a real designed process of discovery in figuring out the mechanics there - no idea if that's intentional on your part or not, but it felt good. The art is very cute too! The white borders help make everything visible.
I played this shortly after BeSwitched (another game in the jam, if you haven't seen it) - interesting to see two very different takes on a similar mechanic. I think you could take some cues from them in making what things do a bit clearer, but you also got much less time to establish your mechanics, so it's fair to not have gotten there yet. I do like this concept a bit better in isolation - it feels much more chill than BeSwitched. I would also suggest that you highlight objects that can be swapped by default (or maybe have a keybind that highlights all of them?). It was easy to mix up swappable objects and unswappable ones. Don't let all of that feedback discourage you though - this was really a fun game! I liked your puzzles quite a bit, and they were easily replayable when I failed them. The fact that my only issues are with your presentation really speaks to your game design skills.
Really innovative concept! Customers often felt like more of a black box which I was gambling into (I know, like real life). I would recommend making the score numbers more clear, even so. Perhaps a bar over each raiding party's head that goes from red into various shades of green back to red, indicating when it'd be best to kill the customers. Doesn't have to always be there - maybe it could be added over the second or third fight, as an "upgrade" of sorts. Anyhow, that's just a thought, this was otherwise quite a fun game. I liked the various tradeoffs that were offered between rounds, especially since both sides could be good depending on the circumstances. That added quite a bit of strategy to those choices.
This is really something special. I will just come out and say that this is the only game so far that I’ve rated 5/5/5. It could certainly use a few balance adjustments, but that’s not really a big deal, and the underlying concept just works super well. With some tweaks, a tutorial, and maybe a short campaign if you’re feeling ambitious, this could easily be released as a full game. Fantastic job!
Hey, think I found a pretty significant bug - in the below level, it's possible for the player to just walk off the right side of the screen. Probably because the door is in a different place than usual.
Unlike many reviewers I was often able to win on my first try, since there were little cues like platforms in unusal places that made me do the right thing - the only level I really struggled with, funnily enough, was this one (which was the last one I played up to). This is a concept I'm very fond of, letting the player work together with themself, but I do think your level design could have been better in some cases, particularly this last one. imo you want to make the intuitive thing in that first playthrough the right thing, since playing through the levels without the traps is really a palette cleanser. You hit the mark on this some of the time, and missed in other cases, and I think it would have been best to make your first level like this in particular - doing otherwise set the wrong expectation for the game.
That being said, all of that is pretty nitpicky. I like this game! You have cute art and a well-presented premise. I particularly liked the level where one falling pillar turned into two, with covered spike traps, which let me adapt to choosing a different path through the room than the assumed default.
Definitely the best take on "reverse platformer" I've seen so far. I appreciate you being brave enough to let the player make their own choices, rather than dictating a solution - I think that's a much better route than forcing one solution per level. I do think you could have been a bit more forceful in the last level - I would have made the distance between platforms less wide, so that building a straightforward staircase wasn't still the best solution. I just made a really big staircase, but it seems like it would have been more interesting to make me go back and forth between the solid platforms. That's a minor quibble, though, and this is a great game.
Super unique idea! I wound up drawing more aliens than everyday objects, and had lots of fun doing so! I really enjoyed the little bits of flavor added to each drawing instruction (sometimes literally - mm, pizza). I do wish the game prompted me before going to the next drawing, but that's not a major issue. Great game!
Yeah, unfortunately the limited time did not give me many opportunities to add accessibility options :(
If it's any help, you should be able to copy-paste any text you don't understand into google translate (outside of timed events, which are hopefully easier to understand?) I know that isn't a great answer but it might help a little.
Thanks for all your help testing this game!
I went back and forth on whether it should be possible to "win" and not lose body parts or not. I wanted crazy high scores to be possible with increased game knowledge. Seems like I probably made the wrong decision, since I forgot to consider the fact that on days following day one, you don't start out with any lost body parts. Potentially, making the player lose a random body part at the start of day 2 might have also been a good solution for this....food for thought, anyhow.
Audio is definitely something I'll be looking into after the jam. Unfortunately I ran into a really nasty bug with twine when I tried to add text effects to screens with time-based events: every time a time-based event happened, everything that wasn't the default color flashed white for a moment. Not totally sure how I can deal with that, but I'll report it to the engine's creators.
Again, thank you so much for all of your help! If you've ever got a game you need tested in the future I'd be happy to :)
Good concept, and a pretty unique take on the whole "role reversal" thing. I really wish the pause button worked so I could take a moment to stop and strategize. Similarly, the timer ran so quickly that it was difficult for me to make strategic decisions (this could maybe be helped by making the customer's requests visible in a sidebar or something). Nice art and music!
I really like the art and sound! The concept is pretty neat, and the game is super reactive to inputs which makes it feel very nice. I had trouble sliding in addition to wall-jumping - it seems like the game doesn't like me sliding if I'm right next to the wall. I got there eventually, just haven't seen that mentioned by others yet ^^.
I like this game! I enjoyed the middle game especially, where I was still figuring out how the strategy worked but all of the powers were available to me. I think locations are randomized, which is cool. It would be nice, though, if the starting location was guaranteed to not be right next to an airplane - it makes playing through the tutorial virtually impossible, and I had to restart my first play because of that.
Interesting concept for sure! It might be my poor attention span but I didn't have the patience to play through more than three levels - the game just seemed to get quite repetitive. I really appreciate the expertise it takes to pull off a game like this - I'm sure its not easy to create all of these modular parts.
Fun game! Not sure if its intentional that some points can be collected more than once in a row, but if it is you should probably add some indicator, like multiple bubbles around those that can be collected multiple times, or something. I was particularly a fan of the moving platforms, since they felt like rewards for knowing how the game worked and getting ahead of the farmer, and also provided interesting terrain when I was on the ground.
Probably the most polished game I've played so far - not only does it run well on mobile, it does so in 3d, and with great art. I think this game could be expanded to great effect - the idea of a famous magic bullet is very appealing, and combining that with a wild west narrative and more complex arenas, it would be very cool. I didn't feel like the difficulty scaling was very high in this game - level one was hard, but levels 2,3, and 4 were about as difficult. Solid barriers instead of drifting debris would be my recommendation - and make them larger!
Thanks for the detailed feedback! Seems like some people are getting tripped up by the more complex battles, for sure - there is always at least one button you can click, but sometimes it's very well-hidden. In hindsight, I probably should have tutorialized the fact that buttons can be hidden in the middle of large chunks of text a bit more.
Great concept, great game! I do wish I got some feedback as I played as to how well I'm doing so I could either keep using the same strategy or adjust how I make choices (though maybe there is some if you do poorly; apparently I did very well). Maybe have a progress report in the middle that tells the player to either "Keep up the good work" or "Get their act together?"
Game unfortunately runs real slowly and glitchily for me, guess that's the downside of 3d in browser. The art is really charming, and the concept is fun when it's not glitching. I think colorizing the platforms based on the character they were tied to would have been good, but I was also confused as to what the throwing mechanic was actually doing. Its possible that it was because of the aforementioned glitches, but it seemed to work inconsistently on different objects :(
I really like this concept! The barrier to entry is super high, though. Not only do I have to read the descriptions of what each button does below, I also have to figure out what each monster does, and with the timer it's too difficult to understand quickly. I understand that time limits the amount of explanation you can do, but for a super low-effort explanation, I would have put text on the screen that says "Add a room type and a monster to each room before time runs out!" and then put little colored arrows next to each one. Red up arrow increases HP, red down arrow decreases it (and you can put multiple for more damage), blue arrow increases or decreases happiness, yellow arrow increases or decreases speed. Just my suggestion for future situations like this - remember that it doesn't have to be great, just readable :)
Thanks for the detailed feedback! Just wanted to note that losing the tutorial fight that way is a bug - I wrote it a little differently than all of the other fights, and all of them should give you as much time as you want to press "win" once you've won the fight. Sorry! EDIT 7/10: apparently I was wrong about this! Thanks to Walrusware for pointing it out on discord.
Also, just as a hint for you (or more likely other people) struggling with figuring out what to do in each fight: your goal is to click body parts in every fight! Some just obscure them better than others :)