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TortelliniLord

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A member registered Aug 02, 2019 · View creator page →

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One of the best interpretations of the theme I've seen so far, a sort of political righteousness twist on it. I played red first.
One of the first things I noticed was the floatiness of the movement. 2d platformer movement is a science that takes some iteration, but I think it is always absolutely crucial because its 99% of your gameplay. I can understand maybe wanting to encourage players to stay undergoop to get tigher movement, but any time you progress forward in an area you can't cover it in goop very quickly, so you end up playing semi on-foot. That said I love the core mechanic for red of shooting the gloops splattoon-style. I think the fact that gloops bounce off of puddles is really cool and a great idea. The level design was sufficient, though there were 1 or 2 points where the puddles bugged out and made it hard to traverse properly.

After I beat it I played blue. Blue was a little less fun for me for a couple of reasons. His main mechanic is almost strictly worse than Red's. It has lower max range, and cannot create puddles alone (which was important for good movement). His level was also a lot simpler and shorter, just a simple survival.

A really positive thing about this game was its polish in some places. Its art, music, and sound design were phenomenal for a jam game (and it looks like a 1 man band). The story was charming and the skip cutscene button was a thoughtful touch given everyone replays it once.

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Wow! I can't believe you were able to do an RTS in a game jam! I especially appreciate the multiple camera binds (as someone whose middle click isn't working). On a side note, the instructions for left vs right click are inverted for me, which should be correct  and in line with other RTSs (left to select, right to move). 

I liked your use of duality with 2 different unit types both managing the same resource. Combining them for high unit production becomes a natural progression and is a cool use of the mechanics.

Music choice was solid, I liked the polygonal art style, very TRON.

Some ideas for improvement.

Polish (duh). Theres some bugginess with the pathfinding, spreading out units when they walk, having a quick way to select different types, etc. Not really a valid complaint given its a jam game, but I thought I'd mention it.

The crystals weakening the void felt pretty unintuitive. I had a hard time grasping how they were actually affected (I think they have less hp or something?)

I think another cool idea would be to mirror the duality of your units in the void somehow. Lots of ways to got about this but its hard to go wrong increasing the enemy variety. I also wish there was a bit more time at the beginning to make plans before they immediately begin knocking on your front door.


All that said, really great job creating something of this caliber for the jam!

I am very glad you enjoyed it!

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I just finished playing and I thought it has potential! I thought the core mechanic was pretty interesting and had potential, but I would have liked to see it get some real time to shine and iteration. The writing was a bit corny and heavy-handed, but ultimately charming as the centerpiece of the game. The choice of music and art assets was solid, especially the clementine sprite. More than anything else, I think the main gripe is that I came in expecting a puzzle platformer and left with a visual novel.

In terms of polish, I noticed the borders are prone to bugs, even to the point of requiring a restart (and then you have to reread all the dialogue). I also wished the physics were a little better, the current speed curves are a little floaty.

Some ideas that might improve things:
The strength of the video games as a medium here is that you  can directly involve the player in the story. Instead of clementine's rebellion being just exposition, you can imagine perhaps starting the game with clementine and her mom at the cursed objects exhibit. Then, you can coerce the player into jumping into the screen themselves (while the mom protests the same), acting out the rebellion of clementine.

Better movement physics, as mentioned above. Even in a puzzle platformer, you are spending most of your time piloting a character, so that should feel good. 

If the game is dialogue-heavy, extra love should be given to the text-system. Highlight words, add effects, allow for different text speeds, stuff like that makes the dialogue more fun, more engaging, and allows you to do more.

Levels! I know you are strapped for time, but at the end of the day a puzzle game with 2 levels is too small, and doesn't give you enough time to develop the story either.

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I'm grateful to have many friends! I am glad you enjoyed the nuance of the upgrades, it was an interesting design goal for me.

Rough around the edges, but chock full of charm. I really enjoyed my time spent will my toothy buddy.