The game isn't working for me unfortunately, so I can't give it a score (I'm using Wine 7.7 on Linux Mint 20.3).
Also, I've never heard of RAD Studio up until now. I'm definitely going to check it out.
I couldn't figure out if I wanted minions with lots of HP or speed. A small damage popup when a minion is hit would be nice to have, so the player knows how much damage each enemy does. Also designing some of the levels or parts of the levels by hand should solve the RNG problem (e.g. have RNG minions spawn points, but hand placed minions on choke points). Also, I feel like the shop should always have 1 big guy and 1 fast guy available to purchase.
Anyway, the game overall is very fun to play and most of my points are small nitpicks that are pointed out in case you want to expand your idea after the jam.
Very good use of the theme. I was very confused about how the mechanics worked, but at the end I figured them all out through trial and error.
For example, at the first box stage I didn't know what I was supposed to do at all and was stuck there for quite a while. After a ton of retries I figured that the gap in the yellow wall was for sticking a character in there and then pushing the box towards the middle section so the two boxes end up on top of one another. You can solve this issue by making an easier box introductory stage where the boxes are already stacked, so player sees and understands that putting boxes on top of one another is possible and very important for solving puzzles.
Other than my problems with the difficulty, the game was actually really fun. Bonus points for making it in Java without the help of a dedicated game engine.
Very impressive making a game in your own engine for a jam. The web version is a bit broken, but the Windows version works perfectly under Wine 7.7.
I played the game twice and had no problems with the difficulty (Priest FTW), although I did get stuck in the prison. I thought it was the end of the game until I read from another commenter here talking about later parts of the game.
This is very well made all things considered.
I was stuck at level 8 until I read MinMag's reply about being able to climb the edges of the screen haha. I also got the same problem of touching the door and losing at the same time and the credits didn't show up (I might have accidentally skipped them or didn't notice them).
The controls weren't a problem at all. All in all, the game was fun and I stuck through the end.
Thanks for the feedback! The game was intended to be an action adventure at first, but ended up being a platformer because we were running out of time.
The reason the character feels floaty might be because of a sliding feature I added in to simulate friction when stopping, so the character doesn't come to a complete stop right after you release the direction key. That plus the acceleration being a bit too high.
You should make the timer start ticking when the player starts moving, not when the level loads in, so the player has time to plan their routing. Also, screenshake in platformers is tricky and you don't want to shake the camera violently at crucial parts like in mid-air, because it throws the player's balance off. Try shaking the screen when landing instead or making it less intense.
Other than that, loved it! The last level is definitely my favorite.
Thanks for the feedback, I'm taking notes and I'll improve upon it when the jam is over! The sounds exist, but they do need to be beefed up as you say. It is only one level, because I ran out of time.
"The dead are out and about despite Death's wishes to stay in the ground. They literally defy Death, so you've come to put them back where they belong." Now that I think about it, I'll put this in the description for everyone to read, thx! :)
I finished the game with 0 people saved, 0 sacrifices made and 0 deaths. The game is fun, but the 'follower' part doesn't work in its current state. It falls on the same pitfalls that most games with escort missions do (GTA IV for example). For that I have some suggestions:
A) Make the AI have some kind of survival instinct and actively try to stay away from danger and hide behind the player (too hard and unnecessary for a jam game in my opinion).
B) Implement a "Stay here!" command to make the follower sit in place until the player cleans the enemies ahead and comes back to pick them up later (might not be very engaging for the player).
C) Make the follower invincible (this is the one I would personally go with).
Other than that, the game feels great to play. Shooting down zombies never got old for me.
This game is amazing. The only feedback I can give is to map both actions (interact and throw) on the same button, because I was confusing the two till the very end. Also map them to a button that is easy to reach on either hand and doesn't interrupt other actions (Left Shift or Left Click, for example), so its not awkward to play. Right now, the index finger of the left hand has to leave the D button in order to press E. To throw you have to awkwardly press F with the right hand so you can keep pressing D with the left hand.
After 3 tries, I got to floor 11 with a score of 9350. The game in its entirety is based on luck (who you fight, how strong they are, where the exit is, etc). This is also evident by my runs, where in the first 2 I got no further than floor 2 or 3, but on my 3rd I got very lucky and was able to reach floor 11.
You should transform a few gameplay elements from RNG based to skill based. For example, a flee button alongside the fight button would make it more tactical and interesting. The healthbar is ambiguous, the player doesn't know how many steps/hp they have left. Tell the player how much they gain from a fight and how much they lose, so they can make more calculated decisions. The map could also have different colored tiles which represent the enemies you might encounter on a given tile. For example on grey tiles you'll get spiders, spider rats and ghosts (weaker enemies) but on brown tiles you might encounter werewolves and witches (stronger enemies).
I really liked the music and the graphics style.
The blind jumps are really frustrating tho! The simple way to get rid of this problem is to make the player travel shorter distances mid-air, so a shorter double jump and a slower movement speed will do the trick. This means that platforms will be closer together and in screen space. Also, whenever the next platform is far away and not visible, assume that the player will perform a 'Leap of Faith'. A 'Leap of Faith' is what I call when players hold a direction button and do a perfect double jump to get the most air time and distance covered possible in hopes that they'll land on to the next platform which is not yet visible. You can also guide the player mid-air using collectibles. For reference you can see in the game Crash Bandicoot: The Huge Adventure for the GBA the developers used wumpa fruits (the game's main collectible) to guide the player through long blind jumps.
The mechanic is like the one in my game, but in reverse. You first take damage and then you can attack, which works really nice! The game is very polished and hard! I replayed it a few more times and managed to complete all stages on classic except the last one.
My only suggestion is to make the movement grid-based instead of free-form, because the game requires extreme precision in its classic stages.
I thought this was going to be boring, but thankfully I was wrong. The atmosphere is great and the dialogue too. The best of all this are the characters and the reactions of the main characters.
- SPOILERS -
This is a really minor complaint, but I wanted to point out that the dialogue options that specify an action aren't in parentheses or something similar. For example, for the option 'Silence.' I thought he would say "Silence. ..." because of the tension of the scene. If it was '(Silence)' it would be clearer that it was the action of being silent.