Heck, thank you for letting us know. We are still working on it, as the issue turned out to be not dependent on us but the software we are using, so it's a bit hard to deal with.
Tystnex
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Thanks very much for the feedback! Greatly appreciated and we will definitely take it into account. And ye the multiple instances of sound and that fast rage fillup/big damage and cookies going into negative are definitely a bug, something I thought we fixed already, but turns out that nope :d Will look into it. Once again thanks for playing!
The atmosphere is immaculate! I love the vibes of this demo, it's just so nice and the graphics just accentuate everything. It really all flows together nicely, and it feels like you tried to make all the elements just fit into the game idea, which is great design.
Playing it was also just very fun. The gameplay loop keeps you engaged, and provides things to strive for. Though it was a bit too easy at times, I didn't really feel at any point that I was in danger of losing, even if there were multiple enemies attacking my camp. Moving through the mines also didn't feel like a challenge, just destroying one rock and manoeuvring to the salt or other crystals was very easy. Exploring felt nice, I was hoping to find more actually, I was very happy when I found the cat :d A shame I didn't notice any way to use its assistance, but it may obviously be not implemented yet.
A weird thing in the mines was that there was a bunch of blue crystals, but I didn't see any way to use them? Perhaps just adding some blue crystal costs to available upgrades would be nice, as after noticing their lack, I didn't feel any need to loot them.
In terms of shooting part of the game, it's very nice and snappy. Some feedbacks are that birds are really annoying, but it may be intended :) Also the bees felt weird, because after shooting them down, I tried to aim for the beehive still, but it didn't register as a hit, even though when they got damaged the beehive also flashed red, so I assumed it's still a part of them.
I also found some small bug, because while moving forward against a rock column in the mines, the Solianiko would disappear behind it :d
Overall though, amazing job! It really feels like an actual demo for a fully polished title, and a title I'd very gladly play at that. The graphics and animations as well as audio just make for a very flavourful experience. I can't wait to play more of it, when you release more content. Great job and good luck!
I really like the idea for the game. The story itself feels interesting, an elf taking revenge on the orcs could lead to some cool gameplay developments and progression.
What is present right now in the demo is pretty cool to play, there are some obvious issues, but I enjoyed my time with it. I also managed to defeat the boss, after crafting different types of arrows, I think there is much more to the game than is visible, but it could use a couple bit more explanations of various elements and things happening.
Overall though, a good start that I think could turn into something very solid!
Enjoyable demo! I liked it, there are definitely some high points, the graphics are so good and make me want to get lost in this world, the UI as well is very nice and just as a fan of soulslike genre, I can see some similarities. The gameplay reminded me a bit of the combat part of for example Tunic, which is great. I also quite liked the particle effects and the sounds used in the game, they all fit together nicely for cool audiovisual experience.
There are obviously some unpolished things, so I won't feedback all of it, but one thing that I'd say requires further consideration are the fog gates or just combat areas. When you compare it to for example Dark Souls, the games while still being linear, have a bit of that "choose your battles" strategy, where you can just run past enemies if you feel there is no point in fighting them(either they are too strong or rewards are too small). And fog gates there are mostly for bosses, important fights where you go in and can't actually leave. Using it for all encounters I feel makes for a bit more frustrating experience, I also worked on a game where something similar was tried and the idea wasn't really well received by players. Plus it results in some bugs, like for example when I was playing, twice a ladybug got stuck outside the fog gate, making it impossible to progress and I had to restart. That could be avoided by just not having the fog there.
Also something that may just not be implemented yet, but cleansing enemies doesn't really give any gameplay value. From watching on the camp sessions I know I am a shaman, cleansing the nature, but even if it would be fully explained in game, I don't know if that would be enough of a motivation for me as a player. Maybe cleansing could heal you? Seeing as there are no healing items in the game, only checkpoints.
Lastly the combat, it is fun, if a bit slow though that works and I dig the pattern of avoiding, blocking and then attacking from side. The combat loop is fun, but as mozokevgen already said, the knockback makes for some feels bad moments, where I can't really combo on enemies. I think just removing knockback would be better, and would make more sense as all enemies are bigger than our little lizard, so it gives more unstoppable persistent force vs unmovable object feel, that is already kind of present with the visual design. Also can't really pinpoint why but combat either feels a bit unfair or way too easy, sometimes I just breeze through the bugs without issue and sometimes they stunlock me to death.
To summarise, there are obviously some areas that need work, but it's understandable for the circumstances. I really enjoy the demo though, I can see myself playing this even now for fun, and definitely if it would get more polished! The game is on a good path and I think it's very impressive work for the camp period. The level design, art and just overall the whole experience is very solid, and things I pointed out are really just a bit of a nitpicking :d Great job!
Honestly very nice demo! I liked it, and it's quite impressive work.
The visuals are really top notch, the environment and animations are pleasant to look at, even though they are horrific :d The atmosphere of the game is also pretty cool, the expanding other world tendrils in the house, the lighting, I just dig it, very immersive. Also the narrator and the whole voice acting, tremendous work on that, helped with immersion massively.
I also liked the things moving when I blink idea, felt a bit like Outer Wilds. It's a shame though that it wasn't really used for some unimportant stuff. What I mean is, it's obviously main game mechanic, but at the start I blinked and that lamp moved, I tried the same with other items, but they didn't. If a lot of the things moved that would be nice and I think would add more to the already quite unsettling atmosphere.
In terms of some more feedbacks from me, I genuinely wanted to move faster so many times, even adding some time limited sprint on shift could be a blessing - and add some player agency, as a lot of things happen just when player is moving etc, so I felt more like an observant than participant at times. I'd also appreciate subtitles for the voice lines, you could maybe put them on the top to not collide with reading text on the bottom, but it would be nice to have I think. Also about the text on the bottom, it sometimes got very confusing, especially the office. There were so many areas in which I could read something, in such a small space that it was hard to fully find all of it, and I really wanted to read it, as the writing was a joy to read honestly. One more confusing thing was the monster, because I still don't fully know how it caught me :d And lastly, the ending felt a bit weird, especially the teleportation part. Personally I was waiting for a while for something to happen, because it felt like a cutscene, only after a moment I realized I gotta move and do things.
Overall, I think it's a really solid horror demo. It has everything a horror should have, intriguing story, a mechanic hook, some nice voice acting and very polished graphics(there are so many cool looking monsters and just environment pieces), plus some good animations as well. It only lacks some polish but it's completely understandable with such a short amount of time and the conditions. Would gladly play a more polished version of this! It's so nice, I'd want to play more.
That's unfortunate :/ Sorry for the inconvenience and thank you for letting us know! I uploaded a different version of the game, but I am not sure if it will fix the crash on your end. We tried the project on a couple of different setups and it didn't crash there, so I don't have a way to reproduce this right now.
This is really fun to play. I love the story and the gameplay combined with the story quickly drew me in, though it took a while to get there. The game lacks a bit in UX department, because many times it left me so confused :d Don't get me wrong, the explanations were very good and overall the gameplay feels intuitive but it's a bit hard to fully grasp at first. Didn't stop me from having fun with this though. Good job on the entry!
Awesome idea and game overall! I really like it, and I think a lot of people in the comments already expressed a lot of the reasons why. The issue I had was that there are no save points, so going back to the beginning of the level, especially when I already was near the end was a bit painful. Apart from that I think the itch page could use some screenshots or gifs! Right now it just doesn't sell how great of a project this is. Good job on this entry!
Really nice game! I adore the artstyle and I think the mechanics are nicely implemented. A shame you didn't manage to make more weapons and upgrades, because the game already feels quite addictive :d Also I feel the beginning is a little too slow in terms of pacing. Right now it works, because there overall isn't that much gameplay, but in a full game it would be a bit frustrating to kill enemies and get XP so slowly at first. Overall a solid entry, good job!
Thanks for checking it out!
Yup UIs are hard, and I went through way too many iterations of how to do it correctly which took me way too much time :d I will definitely check out how you dealt with UI in your submission.
In terms of dialogues, there's only 1 dialogue that can disappear, but it's not really relevant to teaching the player much, it's more fluff for possible world building. Apart from that dialogues will disappear when you walk away from NPCs but if you approach them again and press LMB, you can bring them back up again so nothing should be missed.
Once again, thanks for playing!
Thanks for the comment, I appreciate it!
I think you may have gotten stuck on the air jump I mentioned in the submission page. It's not a difficult mechanic, but I honestly didn't really explain it, which definitely explains why you got stuck.
Also I get your issues with waterfalls, it makes sense that it could be a bit incomprehensible. Though I will say that part of the idea of the game was that the player would explore a lot of the gameplay through trial and error, I just need to make it enticing enough so the players wouldn't get discouraged :D
Thanks again for playing! I will keep your feedback in mind for the future.
Great idea for a game! At the beggining of the jam I was also thinking about making a similar game, and I gotta say this one is very nicely realized. The upgrades are fun and the general gameplay loop is very much engaging. My main issue is that it was often hard to tell where enemies are. I would get shot out, and I kind of had to circle the shooter and wait for the enemy to show up. Maybe some sort of arrow indicator could be nice for that in the future. Other than that though, good and nice to play entry. Good job!
Really polished game! I like the art and overall presentation. I quite liked the idea of making a choice to pick up abilities, which would in the end result with harder or easier bossfight. But I'm going to be honest, I couldn't make it to the bossfight. The platforming feels really tight, platforms are either very close or far apart and in the end it lead to frustration on my part. It also largely falls on the fact that I may not be the right audience, as I am not the biggest player of platformers, but I also think that my issues could be mitigated with either shorter levels or checkpoints. Other than that though, the game feels great. Could be expanded into a big and solid metroidvania. There are some very creative ideas in here in general. All in all, a very solid entry, great job!
Really fun and creative project! I genuinely love the idea for it. It feels very polished for 48 hours. The UI is great, doesn't add additional diffculty to managing the game. My only caveats are not actual caveats, because the attack names are meant to be confusing :d Was a bit frustrating though when I lost to the boss because I couldn't find the right attacks. Was fun to play nevertheless. Great job on this entry!
Quite a fun game!
Obviously it is a bit of Vampire Survivors clone, but I really liked the idea and story plus the abilities of our mon. It feels fun to play and is polished for a jam game. I played it until the very end, and the only moments I was struggling was around 2 minutes and then 10 minutes :d It was getting a little bit overwhelming there, while it was easy in other moments. But nevertheless I enjoyed it. A couple issues I had was that with all exp and our abilities being this neon yellow, it was hard to see at times. I think the XP sprite colour could be a bit toned down and maybe made a little bit transparent as a couple of times I almost didn't notice the enemy under huge pile of xp and they hit me. And personally while the sound effects are nice, when I was picking big piles of XP the sounds did get a bit annoying. Obviously it wasn't a big issue but definitely noticeable for me.
Overall a solid entry that is very much fun to play. Good job!
I really liked the game!
I think there is a bit of a control issue, as many have pointed out already. Maybe the most basic auto attacks, that we start out with could be on LMB and RMB. It would also help with that whole mana management when you need to turn them off to get enough mana for some other spells. Also game felt a bit too easy at times. Player can spawn the minions in between heroes arriving and recover mana + the heal after every fight makes it just so you need to not die and can lose as much HP as you want. Though maybe that was the vibe you were going for, in which case great job on that! Because the player can feel as a very powerful boss. Oh and one technical issue I encountered was that the last enemy didn't heal himself even though he had multiple potions. Other than those couple things though, great game! The voiceover is amazing and fitting to the entire theme of the game. Also even though I saw a bunch of the "you are the boss" games, personally this one was probably the most fun and engaging from the very start.
Overall congrats on making an entry, good job!
Very nice game! At first I thought it might be a bit simple, but that definitely didn't matter. As many other commenters said, there is a bit of an issue with understanding what is happening at first. But when it clicks it's very enjoyable and addictive game. The movement of the fish is really cool. One small design issue I'd personally consider is that those big ships are actually the easiest to defeat. They have only 2 big circling spots aroung them and nothing on the boat itself which makes it so the player takes no risk actually destroying them. It is a bit slower than the small boats but it's almost impossible to lose anybody there, so that may require some small changes. Other than that though, great game and a solid entry, congrats!
Thanks for leaving a comment! To be honest the original idea was that after you get to the 5th level you then go in reverse, defeating the heroes in order to get to the level 0, which would further emphasize the theme, but as it is with jams, I didn't have enough time. And about all other points, I will keep them in mind as I agree with them all, and they are something I plan to change and improve when I work on this a bit more. Once again thanks for the feedback!
Quite an enjoyable experience! I really liked the writing and the idea for the game. Honestly one of the more creative ones I saw. I had only a couple of issues with the gameplay, especially when it came to last action, on H. Multiple times I felt I hit it at the correct moment but it just didn't seem to register. It could be a me issue tho. The idea definitely could be expanded into more QTEs and levels or maybe some sort of slower typing game like Nanotale, where you type the game objects. Overall a very nice game, great job with making it!
I really like the play on the theme, both in terms of mechanics and the story. I got to like 90 seconds but after that it does get a bit difficult :D If you plan to work on this after the jam, maybe you could introduce some power ups, that could randomly appear after piggies destroy a block, and player can pick them up with RMB. In line with the tale, it could for example be like wolf blowing, which would keep piggies away for some time and let you regenerate blocks, or he could even eat them to decrease number of piggies. All in all, it's a great jam game with interesting theme, that can be expanded further. Good job!
Really cool game!
It actually made me feel like a boss in an rpg, was quite fun to play and repel the heroes. I also really like the art, it looks good and has it's own vibe. I think it could easily be expanded upon by adding some minions, that would be on your team, or just making the fights have an impact. Like instead of dying and losing, the boss would respawn but heroes would now have some special items that drop from the boss, and boss could also upgrade themselves etc. Apart from that, I think the whole weakness/resistance could be more explained, because sometimes it feels like it barely does any impact, but obviously there is a time limit and not everything can make it in. Overall it's a very solid entry!
The sound effects in this are definitely superb! I also like the general idea and how it was implemented, however, it was just too difficult for me. I tried a bunch of times, but barely got through the first level. It is almost definitely my lack of skill obviously :d But also I think game could use some checkpoints in the levels, though lack of them is understandable for a jam game. All in all, a cool entry!