thanks!!
sturfall
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that recipe mechanic is such a good idea...! I really want to try that now. since I only had time to make two levels, I figured you should get access to the upgrades as quickly as possible each wave, but if there were more I think that's a great extension of the morbid cooking theme.
thank you for the other feedback too! defeating the red arm first does make it so you're usually gaining more health than you're losing... balancing the second battle was more difficult because I had to consider both upgrades from battle 1. and glad you liked the simple controls, I was going to make them more complicated but I didn't know how to make it feel good to play so I didn't lol
very cool game!! I really like the artstyle and music, and the puzzles were super creative. I did have a bit of trouble starting out: on the second screen, there's no indication of what pressing the button does, so it took me a while to figure out that it opened the exit on the right side and that that was where you were supposed to go. similarly, I didn't notice on the third screen when the icon at the bottom lit up, so I didn't know if me pressing 1 was doing anything (I was trying to press 1 and right click at the same time, press 1 then right click the icon, etc).
this all could've been solved if I had read the description before playing, but I wanted to just jump right in, so I guess it's understandable. once I figured out the mechanics I had a blast!
I left a rating a few days ago, but apparently those are disabled now, so I'll leave a comment!
this game is super fun!! it picks up in difficulty fast and makes you feel the pressure, but not in a way that feels unfair. the burst attack is my best friend and my savior; actually, it might be helpful to have the player's sprite flash or something when its cooldown is over, because usually I'm too busy trying to desperately navigate my character to glance up at the corner of the screen.
the concept for this game is really neat! combining the orbs in battle really feels like alchemy, and I love the designs of the enemies' shadows. having the music transition fluidly between the overworld and battle is a nice touch, and the art is great as well!
unfortunately I think I am not smart enough for this game. I didn't retain any of the info from the battle tutorial, so it took a while for me to realize: 1) that I could only use sticks at the beginning and no other element combo (I was trying to combine water and air to make mercury on the blob because the paper said water + air = mercury, I didn't realize that meant something else), 2) that I had to go to the obelisk to get new attacks, and 3) that I had to capture enemies by using the same type on them (I know 'resonance' got brought up multiple times but I didn't think about how that translated to battle mechanics until I was beating up fish with branches over and over to no avail). I looked at your GDD and the systems in this game seem really complex and interesting, but I wasn't able to pick up on much by just playing (the lore books were helpful, but again I didn't get that they were trying to tell me what to do until I literally couldn't progress any other way).
super impressive game once I eventually understood it though!
super cool!! the music change in the light/dark versions of the world is easily my favorite part, but I also really love the artstyle. also I like how many different ways the central mechanic is used to solve puzzles and get star fragments! noticing the start fragments around the world and trying to think of ways to get to them was very fun. I did get stuck in the top-left of the light version of the wagon room: I got the star fragment in the dark world then went to the light world, but couldn't use the lantern to get back again. but overall a really enjoyable game so far, especially for your first game jam!
honestly incredible vibe. the controls for keyboard took a little while to get used to, but the fact that I had to learn them on the fly while enemies were attacking from all sides and the crazy music was playing actually made it fun to be under pressure! although my one issue is that I didn't have enough materials to make anything after the first wave—not too big of a problem, I just think it would be cool to afford a tower or something else right away so you can decide whether to spend it immediately or save up for something stronger (idk if the materials enemies drop are random, so if they are that explains it lol). overall great job!
really neat idea!! Thinking I knew the layout of a room only to throw a potion and open up a new area was a super cool moment. I also got the bug where the character was rotating constantly, but it wasn't much of an issue--honestly the only other problem was that standing on a moving platform didn't move the character with it and I fell off. The ending was a very nice touch, too!
Hey! I’m Sturfall, Musician and Game Designer extraordinaire. If you need short, loopable songs- about 30 seconds long- for your games, I’d be glad to work with you (for free!!!!)! I can also make additional loop-songs or longer songs for a small price, usually around $10-15. Don’t feel like you have to pay, though- the loop-songs are the same level of effort I put into any song I make, just shorter.
Examples of my work can be found strewn all over the links below:
https://m.soundcloud.com/sturfall
https://m.soundcloud.com/sturfalle
https://m.youtube.com/channel/UCpQN9ycvBXp7rUNO5ZQFp5A
(my YouTube channel is brand-new, so support is really appreciated!!)
If you’re interested, you can email me at sturfalle@gmail.com or message me on Discord [Sturfall#7683]. I look forward to working with you!
Hey all! I started a YouTube channel for my music that I’m really proud of, and I thought I’d share it here! Hopefully this helps bolster some actual music sharing and discussion instead of people just exclusively advertising all the time. 😅
So, here it is! Please leave some feedback, too: tell me if you like it, any advice or things you would change, or even song requests for the future! (I’m getting a growing number of those, so I can’t guarantee that I’ll get to all of them, but I still invite you to share your ideas!)
I like to keep the people I work with informed on how things are going for me. I know it can be annoying when people bump their threads all the time, but freelancing is difficult, especially when you’re just starting out. I’m just looking for others to collaborate with, same as a lot of the people on this platform! Hope you understand. 😁
Hey all!
I’m Sturfall, a Musician and Game Designer looking to collaborate on some music! I have 3+ years of experience composing soundtracks for video games and creative projects- you can listen to some of my work at https://m.soundcloud.com/sturfalle.
Need some amazing custom music for your game, trailer, or just to help flesh out a character? I’ve got you covered: I’ve worked with styles ranging from 8-bit chiptune to chill lofi to heavy metal, and I’m always open to trying new things! Custom music is one of the keys to adding life and originality to any creative project. Video game soundtracks are what inspired me to compose music in the first place, and I can confidently say they’re my specialty!
Whether you’re looking for an entire soundtrack or just one song, I’d absolutely love to be a part of your project! What’s more, my rates aren’t just negotiable: they’re *good*. Single songs are as little as $5, and multi-song orders are always priced specifically with your project scope and budget in mind.
Interested? Please visit my website at https://sturfall.carrd.co. I’m also glad to answer any questions you have- just send me an email at sturfalle@gmail.com, and I’ll respond as soon as I can. I very much look forward to working with you! 😁
The characters themselves are alright, I think, aside from being somewhat repetitive (Many characters, like Dad, Karkat, and Kanaya, have to run in close to their opponent to deal damage as fast as they can with a close-range attack. Characters like Roxy and Jade with bigger attacks and a more unique playstyle/use feel more fleshed-out as characters as a result.) I might be wrong about some of that, though, and that's the thing: I mainly found them lacking simply because I didn't fully know how to use them or what they did. I really liked playing as Roxy, but I couldn't consistently use her perfectlygenericobject-punch attack and ended up having to just run in and mash A and B. The biggest thing you can do to help your game, in my opinion, is add some explanation of how different characters work- what their moves are, how to use them (are directional inputs involved?), and maybe a general playstyle.
I totally approve of making Jade a really good character- the movement stuff she can do is some of the most fun I've had with a game like this!
This game is so cool! It feels very Homestuck, and the combination of the art with the storytelling style is fantastic. It references a more complex world, which is why its short playtime can be a little frustrating. I can tell you put a lot of effort into this, though, so great job! "None Pizza with Left Beef" as the third epilogue option is hilarious.
Also, during the John walkaround, I was able to walk all over the sky. I don't care if this is intentional or not- sky John filled me with so much joy.
Very cool concept! 'Strife Simulators' have always been favorites of mine, and this one is no exception, especially since I got an excuse to break out my Xbox controller. I enjoyed unlocking all the different characters, and the design wasn't bad. I was confused on how the mechanics worked, however, and ended up just pressing A and B over and over again. My biggest issue is that the game feels unfinished and unbalanced: as far as I could tell, some characters had more attacks than others, and the physics were a little weird sometimes (I'm henceforth a Jade Main, and her current 'meta' is attacking from across the stage with the A attack while the AI walks up slowly, then moving forward and pressing B, which launches her to the other side again). The Condesce fight was a sharp jump in difficulty compared to the others, and the tutorial didn't actually tell me how to play.
I would love future updates! I still had a great time with the game, and would love to see it grow.
Awesome concept and good dialogue, but the tutorial is just a somewhat complicated explanation of the mechanics with no demonstration/action on the player's part. The END command also doesn't work, unfortunately breaking the rest of the game. The dialogue really was good, though, and this has all the makings of an excellent game if it worked properly: decent music, a complex battle system, and noticeable effort.
Amazing story; very engrossing! I enjoyed your use of aspects from the comic, and although they weren't always the main focus, they were well integrated. Visuals were somewhat lacking, but I gave you two stars because of the incredible detail in the storytelling (and the cover art. Really sets the mood).