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SundayRoast

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A member registered Jun 11, 2020 · View creator page →

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So in mainly the older FPS games (particularly those made with Source and GoldSrc, as well as some older idTech engine games) players could gain extra height to their jumps by crouching mid-air. Kinda like one does IRL by jumping and tucking in their legs. 

And the same thing worked in your game. Jumping and flattening the character mid-air let me climb higher and get into places I wasn't meant to get to.

Absolutely loved the little gecko and the visuals. The soundscape was a rather grating though. 

And the bat came up way too early. I was still learning how to be a gecko and then I have this d***head screaming at me even though it's clearly daytime. 

The concept would really shine with the focus being put on letting the player learn and master the movement mechanics. Like I found it super enjoyable to be able to skip the tutorial part by jumping and swinging off the top of the first branch.

The limitations of a four piece sliding block puzzle does limit the options and because the game had no in-game information about the controls for zooming out I was mainly just doing things at random and hoping for the best. 

The lack of proper feedback made it so that only on the fifth level did I realize that I was collecting keys, I had though that the colored doors were suddenly opening due to a bug and I just though "Hey, if it works.".
Which is an indication of how stimulating the game was. 

I think the concept could work if there were more pieces, challenging to design though as it would be.

The idea has potential for at least one of the concepts present. Which one that is though probably needs to be figured out with testing.
As it is right now, like the poster below me said; the optimal strategy is to just leg it past everything.
This become apparent in the very first level where the reach on your dagger is so pitifully short that hitting enemies becomes more of a hassle than anything and because it isn't mandatory then I dealt with the enemies that were directly in my way. 

The art style is a decent enough classic Zelda-inspired look.

What can I say, I enjoyed pushing the boxes around and the narrative about the boxes dealing with everyday stuff in their little computer world. 

It didn't overstay its welcome for the amount of puzzles it had, which is a big plus. 

Though one (unintended?) mechanic that didn't see any use was that you can crouch jump like in ye olden FPS games.

I really enjoyed the concept, but in practice I struggled with it.
It felt into the pitfall of tutorialization, where you want to keep minimal to avoid overloading the player with information (unless of course the player is ready with the expectation of having to learn a lot up front). 

But most of my machines kept falling apart and that was a bit of a downer. So some tutorial on how to have your pieces connect properly and some proper feedback on when a part is connected would've made it an enjoyable experience. I got through the second level by my car falling apart and my front wheel taking off on its own to the finish line.
Also the music start getting grating after a time, which is why I didn't bother sticking around to learn the ropes on my own. I'd suggest putting some ambient soundscape instead. Though I say this as someone who turns off music in a lot of the games I play.

100%
I found the game really cozy and an infinite mode would make for a really cozy time killer IMO. At least I found the demo to be cozy above anything else.

Since some folks wanna maximize their cozy cooking  in the rain the rain I'd suggest making a tickable box for disabling jumpscares in the infinite mode. Best of both worlds ya know.

"It really feels like you're working yourself to death in a dying economy"

- IGN

Gears of Babies really is the Boss Baby of vibeo ganes. 

It was a fun little shitpost game. Love to see it. 

I liked the character controller, gave me some solid MGS4/5 vibes.
Though I did not like how there was no shoulder swapping option.
Slightly off-topic is weird that manual shoulder swapping today seems absent or is weirdly gimped in games today.