Yeah transitioning game engine in a week is a really tricky task! Aah that makes sense about the gun UI as well then, since I could definitely see myself spamming that to move around xD. Thank you so much for recording the video as well, seeing you do it so easily after all my attempts hurt a little bit lol. Also it's a shame it was out of reach but the gun looks very nice and satisfying!
Out of interest was there an area to the right that I missed? I think where you trigger the first console I couldn't get through
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Thank you so much for the kind feedback and taking the time to play! It must be crazy going through all of the games and devlogs that have been put together but it's brilliant to have thorough comments like this. Yeah it's as you said we over-scoped more than we should've and weren't able to get everything in that we wanted. Some good UI and descriptions on how the abilities work would have been very welcome additions!
We'll definitely try to get a slightly polished version up after the jam and fix those hiccups and thank you for playing! :D
Love the theme in this game! It's a shame you weren't able to integrate a lot of the concepts you thought of into the escape room puzzling side, since I think that could turn into a really interesting challenge. Like pouring water onto the tree and burning it or using an apple to knock one of the ceiling panels out of place. Brought me back a little to the flash game era of escaping from loads of random places lol. Would be really cool to see if you try to flesh it out more :D
Hi finally getting around to reviewing this! Firstly cool entry and I like the idea and aesthetic, also the menu's and dialogue presentation are immaculate and super well done! The first time I played it I was on a short time limit and skipped most but I enjoyed the dialogue at the beginning. +Nice easter egg 8)
Unfortunately, I tried (for about 30 mins I think) but I couldn't make it past the asteroid field and lasers on the left. I think mine may have been bugged as the laser on the middle and left were permanently on but the hitbox would sometimes not be. So I was just kind of taking a 50/50 chance for each one. Also, the SML.E having a hitbox made things quite hard to control especially since I couldn't push it around with the jet and it would die in the lasers which was extra tricky. I'm not sure if this would take away from the gameplay though if it were changed, if overcoming the obstacle is the fun challenge but maybe making it have lower mass might help. Maybe I didn't get up to where it was used but is the UI in the top right just limiting rotation or did it have significance later? I think it's a nice idea and design but not sure if it added to the gameplay for me.
I enjoyed playing and good work putting it together, also the game I've played the longest in this jam I think! Sorry, I couldn't make it further so my captain was not able to be saved :'(
(Would be really cool if you upload a gameplay of you beating it or showing off a little further)
Hey thanks for the really good review and feedback, yeah I wish there was an indication of ability pickups too lol! Unfortunately few things we didn't have time though so got cut off in crunch but we'll hopefully update those after jam ends. Also, your idea of just holding space longer is interesting to try, would have to see how the jump feels in practice since my gut tells me it might be hard to control but could be the solution we needed! Definitely agree that the current situation of holding 'W' isn't the best we could do.
You might have been one of the first and few people to actually beat the game, so thank you! There isn't really an ending in there currently, just exploring the areas (mushrooms, caves, waterfalls, ice islands) and then the castle is just sort of meant to be last but we didn't get the blocking bit finished. Castle jump into abyss will be fixed :D
Thanks for loving the wizard too I think it's my new favourite character to draw, and for beating the game!
Woohoo thank you for complimenting the art! Yeah, I love the 2D RPG aesthetic and it brings loads of good memories with it. The spritesheets are all made this week but to save time sometimes I'll use previous tilemaps as rough guidelines to help speed up which helps a lot! 80% of my time was on characters though and unfortunately don't know of any way around that :'D
Thanks for playing!
Hi Valdis thanks for the playing! You liked something from each of our contributions to it which is really cool :D
Yeah, we were really struggling on time towards the end and unfortunately didn't get a chance to make the levels nearly as refined as they should have been, resulting in the missed edges and some awkward jumps. It's possible to make that jump using the extra height gained after warping back from the dash. But the level has no guidance to tell the player to do that.
We'll probably get it polished up a bit to update after the rating period ends but unsure after that. Thanks again for the feedback, it was a lot of fun for us to make!
Hi, there's definitely some very nice pixel art in this game, character animations are super lovely! it would be good to have a bit more polish with some of the things such as showing cooldowns of abilities and the wall jump was a bit too tricky for me to get the hang of. Still ended up getting all the stars though and also got to the end which was fun : )
Really cool game and I think the closest to feeling like 'Broken Physics' that I've played so far! Would be great if the levels and gameplay had a bit more polish but that doesn't take away at all from having fun playing it. Also it can be helpful to have the credits of what assets were used somewhere in the jam page instead of just at the end of the game for transparency but didn't effect my rating at all. Would be cool to play some more levels and very cool entry : D
I really like this entry, definitely see how the 'and' gate was the click moment and it was based around that. As other comments have said a couple more levels would have been great to push the idea further but I'm sure coming up with levels in this style has its challenges. Also would be nice if the portals had different colours as after dragging it can get a bit confusing which is which (but still quickly figured out). A good solid idea with clear UI and felt satisfying to beat : D
Firstly wow huge props on managing such a big team and actually making something really impressive from all of it. Immediately the game has a clear menu and absolutely awesome 2D character art which was a highlight for me. The dialogue scenes work well and are also well written enough to pay attention and look forward to starting gameplay. I think when immediately hit with the start of the game it's funny as a lot of the elements work in their own rights but there's something that between the character/environment/animation it doesn't entirely fit together. But continuing the gameplay is pretty cool and I like the unexpected take on the theme, everything seemed to generally work as intended as well which is a huge achievement for something on this scale. I think at times I had wished it to be a bit faster paced and fun moment to moment but that's part of the nature of tower defences so I may be a bit biased in that. Anyway I had fun playing and very cool entry!
Hey finally getting around to giving this a review but finally here and I'll try to make it as unbiased as possible. Firstly all the camera effects, attention to detail in the clean UI, custom cursor and nice voxel art are all an immediate great first impression. It's nice to immediately be able to tell that a lot has gone into this game and it sets itself up for success. Going into the gameplay side it's completely understandable why it works this way but it's much nicer to be introduced to new concepts slowly and all of the reading required can be a lot to get through. Depending on whether the player has payed proper attention to all the reading really decides how interesting/fun a lot of the gameplay is. I think properly understanding everything then a lot of fun gameplay is allowed to ensue but I can understand not being able to reach that straight away. Because of the random nature it can be very exciting with many random twists which is awesome and definitely for me would be more fun playing with a friend. Anyway overall of course really cool entry and was pretty fulfilling on the premise of rock paper scissors with a skillful and narrative twist! :D
Cool entry overall! It was a funny mix of strengths and weaknesses, so really good in some aspects but not having the audio and necessary bug fixes unfortunately hurt the experience a bit. I liked the concepts and designs a lot as well and thought they worked really well in the tutorial which was very nicely laid out! I wish that consistency had carried into the game though as a lot of the resolutions seemed to vary and the styles seemed to change as well. Really liked the amount of systems working together, the amount of upgradeability was awesome and the shop/quests to go along with that was an extra amazing touch.
With an added clear goal and way of winning I think this is a fun concept and way of going about the roguelike formula. I'd be interested to play again if you guys decide to add the polish and audio!
Really sweet concept and cool use of pulling in API's to unity which I haven't tried before (will have to give that a go). I wasn't sure if the snippets were from other sentient luggage or the passengers above but made the journey much nicer. Also, I must have been reading for a good 5 -10 minutes and didn't notice any duplicates which was a nice bonus! Not sure if it was a coincidence but I got 'Don't blink', then immediately followed by a strobe light :D. Thanks for including the Konami code as well as that would've definitely been a long wait
It's a bit hard to know how to rate but I enjoyed it and it has a lot of charm!
Yay, that's amazing to hear you got to the end! I also didn't really expect anyone to find the final campfire but I'm really happy that you made it! Yeah, there are basically a few 'to be continued' sections of the game which were intended to be filled with different themes and challenges but unfortunately didn't get around to adding them in. Probably should've wrapped it all in some spikes though to put you back at the checkpoint so sorry about not thinking of that
Thanks for submitting the bug as well and letting me know you made it to the end! It's an extra little kick to actually try to finish it :D
Just getting in a rating for this game before the window closes as it looked interesting and I had been meaning to this whole time. I really like all the graphics in the menu and the itch page looks incredible! I managed to make it through the game as well and it's definitely awesome you guys managed to include a boss fight at the end and I think the way you did the credits is really cool. I've seen a few complaints or wishes about the controls being tricky but I found them to function alright honestly. I just wish the way your sword would interact with the environment was shown much clearer in the sprites and hitboxes because quite often I wasn't sure why I was gaining souls or what I was hitting/bouncing off which felt a bit frustrating or luck-based at times. Still, there were lots of good things in the variance of well-sprited enemies/ cool sound and voice acting design/ and enjoyable gameplay loop so I'm glad I got a chance to play before ratings ended!
Thanks! Yeah trying to make the background interesting but not overwhelming was really hard to do, luckily you don't have to see the development version which was even messier :D. I'm trying to get away from the outline pixel style slightly and focus on colours so maybe making them contrast and pop a bit more might help?
The difficulty progression had to be pretty fast unfortunately as well since the game is so short but ideally would be more gradual to give time for different players to get comfortable with it. Thanks for playing and giving it a go even though platformers aren't your usual preference and hope you enjoyed it!
Thanks for trying it out anyway! The lag issues were due to a light I left attached to the player by accident but ended up resolved pretty quickly, so don't worry no issues with your PC. Good point about presentation as well, I tend to have a bit of a break after the jam ends to recharge before updating the page assuming nobody would play a no image entry but lol I guess I need to stop assuming that xD
If you're up for having another go the lag issues were all fixed in the polish week hopefully so should run alright now :)
Hi just beat the game and overall really enjoyed it! I thought the office design and assets worked well with the story setup and also had some fun puzzles to work through. I appreciated how the first 2 puzzle themes built up in difficulty and left me wanting more. Out of the themes though unfortunately the dark maze felt pretty punishing to do as I had to just guess several times rather than being able to see. Also not sure if this was a bug but throughout the maze the breathing was really loud in my ears and didn't go away so would be nice to have less breathing noises if possible, or include a way to disable. Still I liked the goal of working through different puzzles with this main underlying ghost mechanic and would be interested to see what you guys would be able to do with more time and polish!
Ok so please excuse the late review, just as my game was under your radar this was unfortunately under mine as well. Now woah, this game is incredible!
It starts off with basic platforming but this is done brilliantly with tight controls and everything feeling buttery smooth. What really got me hooked though as I was playing was discovering "these people get it". It's like you know what makes metroidvanias tick and I love it (much more than just open-world platformers). Creating the memories and experiences across the map got me invested and really added to that feeling of wanting to explore and discover more secrets. You've also managed to somehow get the feeling of a grandiose scale within a week??
More good things to say... The trophies system is brilliant, as you can hopefully tell below I really enjoyed finding these quirks and hidden places. I am so thankful that I got lucky and discovered the lamp by accident because lmao you guys are evil with that one. Also, accumulating into a final one life test was a brilliant finale even if after doing 100 coins it felt like a breeze. I enjoyed collecting the coins as well but unfortunately aside from the trophy they don't serve a purpose so might be nice to have a high score per life or some other way of integrating them? Also, the camera management was consistently good, and aside from the small issue getting from room 2->3 it functioned exactly how I wished it would (I have to take notes). You also somehow manipulated the camera really smoothly for the telescopes which was an amazing surprise when I first encountered it! The jump does not get stopped by bonking your head on the ceiling which works well given these platforming sections + variable jump height. Game saves my progress after closing and reopening!
It's very hard to give much criticism because the amount you've done in a week is already ridiculous, but I'll try to give proper feedback. I think the art direction could have room to improve, whether it is introducing new colours outside of the game's comfort zone or adding a bit more visual variance between zones which already feel distinct in terms of gameplay. It may also be an intentional secret but the high-up boulder was a bit hard to visually pick out from the background, so if this should be clear to find then maybe layer some grass behind? Very small typo on the main menu spelling Throphies instead of Trophies. Also, the spikes that shoot up can kill through a dead body
Hopefully it comes across that I really like this game and thoroughly enjoyed playing it! Also, this is basically a full game so would love to see this either continued or released somewhere!
Holy crap guys seriously, I have so many good things to say about this entry! I'll start off with Chaos' art as that's the first impression. The portraits are all really well done, and the sheer volume of tile assets is ridiculous. Considering that as well it's hard to say many critiques with the time restraints so just really well done and I liked all the cast and environments! I also checked out Jake's Soundcloud before playing and am definitely a new fan, all the tracks seem to hit that balance of being completely listenable but also nice on a loop so brilliant job! Carc0sa and Whyms I'm not sure how the rest was split between you two but functionally and narratively the game was great! In terms of puzzles, I thought the challenge + amount of hints felt pretty nice, I've not played RPG horrors in a while but the difficulty was similar to what I remember. I almost finished without saving anyone but luckily I saw multiple endings on SoundCloud and felt an urge to save all these cool characters. I tried to get a screenshot of the cool happy grass scene but it timed out, probably best to not spoil it for other potential players anyway since it was a sweet surprise. Whether you guys choose to add to this or do something else I hope you continue working together, you seem to have skill on all bases so will be looking forward to seeing what's next! :)
Cool entry and definitely hits the theme, glad to see more pixel art as well! I was able to just spam 'all attack' and win so would be interesting to have more wizard/beast types and decision making but I appreciate it's a game jam and that's a lot to ask in a week. I like how you used all the attack and environment effects as well since they came out really smooth. Thanks, it was a fun play!
Hi initially had a look at this due to the knight's pixel art which I like and had fun weaving between the arrows! Unfortunately, I had the idea of just standing to one side, and as long as I put equal points into health and stamina I seemed to win every time without moving. Saying that though it seems you've already gone through new ideas and additions in other comments so will be interesting to see where it goes from here!
Hey finally got to play it and get a rating in and honestly wow! You have managed to get so many cool things that seem ridiculous to even attempt in a game jam. There are small touches in the bars depleting on the character, multiple bomb types, decent AI pathing, local co-op (unfortunately could not test), a character creator, and what was an even extra touch that it remembers my character from last play session when I reopen the game! So yeah awesome entry and super impressed!
This was my character :D
Thank you for playing and for all of the positive feedback! Yeah, it would be really fun to turn this into a bigger project, there was a lot that ended up getting cut for time reasons so should feel more complete and fun once that is in. Also thanks for noticing the lighting cycles, and lol the vines will continue being a nuisance to Bomb Knight for a while :D
Yess it's brilliant to have a review like this so really thank you for taking the time to play and write it! Glad you enjoyed the pixel art and level as well, they definitely took a long time to make and it's great it felt immersive! Really awesome that you discovered the mechanic of possessing right before death as well, it wasn't intentional at first but felt really fun in game; happy accidents. Unfortunately the aim was limited to 8 directions due to not wanting to draw loads of different pixel art animations for every angle. Would you prefer still 8 directional aim but with the mouse or just have full aiming in spite of pixel art limitations? Also there were unfortunately some bugs with respawning and not deleting the old music but then adding a new layer so it turned into a laggy/chaotic mess, frustrating that it's only a couple lines of code to fix and it was past the deadline but I guess should've seen it earlier. We were also thinking of having different modes for having/disabling checkpoints so its really useful to hear thanks as we were a bit split on it. Thanks again for playing and for the feedback!
Thanks for taking the time to play and leave a review, also really glad you enjoyed it! Unfortunately time restrictions got us so the menu and all the controls had to be left on the itch page instead but as you said it would be really helpful in game. Hopefully can add some changes after the rating period ends :D