Disgusting
Unstable Alpaca
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The game was alot of fun. It took me a couple tries at first to actually win without dying, but I wasnt leaving until I did. The only problem was that the text on the top left was hard to read, it also came out of the black box for me at one point too so I found myself running around for a darker background room to see what was said.
Good work, very innovative.
Its really nice to hear feedback about the story. When writing such things you never really know if its actually a good idea or if you are the only one who thinks so lmao. Also I have already reduced the collider to the feet and its so much better, and I added text to doors in order to let players know the door is locked and needs a key, I also added text to let people know they need to collect items for the book shelf. A few other changes were done too like adding skip buttons and ways to speed up the text.
Im glad you liked it and the new version will go up after the jam. Thank you!
Unfortunately we cant make changes now which is a shame, but what I did do is update the version that will be uploaded after the jam.
Added skip button to the prologue and a way to speed up the text being typed out by holding space down so its faster if you wish.
I removed the start game button from the prologue scene and had it load after the final sentence has been finished
I added more information to allow players to know that doors are locked and that they need keys to open, and other things that might need more explaining to players.
And a few more things to make the game better overall.
Thank you for the suggestions, now I feel the game is slightly better overall.
I really like what you did with the bubble around the crow. It entices people to explore the maps incase there was something they missed hidden behind the shroud. The puzzles were not too great but the foundation is pretty strong and can lead to a pretty interesting puzzle game.
I also approve of the expertly drawn cat.
The game is a bit difficult to handle. The platform area was a bit off, I think your best option is to move friction off the walls so the the player no longer sticks to them. The undertale part was also pretty hard to do, although I've never played that game so I have no experiance in those sort of mechanics, I might just be bad. Also there are a few typos, in the text.
I did like the concept and the approach on story telling, I think you were going in the right direction.
Nice little game, I enjoyed the wall jump mechanic.
But maybe you should have the keys to move on the side where the player falls, its a bit late telling people how to move after making them move over there to see it in the first place :l Also the walking sound goes of when you are moving in the air too, I'm not sure if that was intentional. And maybe add something to allow the player to know he is taking damage. I found myself standing on spikes and the dog for a while without knowing they were actually killing me.
Great work.
The game was pretty fun, although it was a bit strange charging into a house pointing a gun at everyone demanding answers then shooting someone. You would think they could be a little more discrete. Feels a bit like hitman.
I would like to see bigger levels and more complex ways to find answers in the future if you intend to continue the idea. It would be alot of fun.
3/7 wasnt my best run though :c
I enjoyed this game it was quite fun, I did find it getting a bit hard and found my self continuing to play in order to practic and kill the boss.
I did find that spamming jump while not using a direction sometimes did a extra high jump, And the story was a bit hard to follow I think it was due to the wording used in the text. Also im an idiot so when I was in the tutorial I was trying to move the character with the keys shown and didn't realise I had to click the circle to move to the next explanation... Maybe you could make it easier for my kind lmao. I think the closing scene could of done with some nice words to close out the game too.
All in all I was pretty addicted to the game, really good work.
I did consider it looking out of place, its a shame I didnt switch it to something more fitting. Thank you for the comment and letting me know about it. I'm glad you liked it! I changed the dialogue box to something more fitting ready for the update after the game jam ends.
Thank you for the feedback!
The design felt very unique, I don't think i've played something with this 3D style before.
I did have a couple problems though, being able to attack while talking was a little strange but not to big of a deal. But when I got to the first key I just couldnt seem to pick it up. I had to move to a specific area where the tect changed to be able to grab it. I also had a problem seeing the enemies since the vanished alot, I'm not sure if that was intentional though. Also my player kept slowly turning to the right, I checked if it was a problem on my end but after 3 attempts at the game it persisted.
I really did like the style though it reminded me of the old retro games. Like a strange mix of crash bandicoot and doom.
Overall good game!
Interesting concept, I liked how the dimensions added a new level on puzzles.
The sound was a bit loud and sharp for me though, which can get distracting especially in puzzle games. But that might just be a personal thing. Also I found if you mash space really fast you jump really high and can pass puzzles easily. After that I couldnt help but cheat to pass levels lmao.
Good luck!
I really enjoyed the art style and the mechanics of the game. But I feel like the gameplay is a bit lacking.
There is no goal beyond filling the bar, nor is there any sort of ending or conclusion, it just resets I think. But I think you have a great basis for something special, it has a charm thats hard to find in commercial games.
Keep at it :)
Great idea, I loved the slow motion mechanic. I might of liked to see the pistols with 1-2 rounds instead of 15 so you feel like you need to use the throw mechanic, otherwise you don't really feel like you have to other than it being pretty cool. I also would like to see a tumble or dodge with rooms closer together to really keep up the momentum to make you want to go faster. The distance kinda of kills the mood a little. Plus it would be more chaotic that way! :)
The enemies feel like they are there just to be in the way. They don't attack unless you wait a bit next to the enemy and they also don't move. I feel like you should of done more on the sticky bomb jump mechanic and made the game to be more focused on fast paced platforming/destruction rather than killing the enemies, since they are they games strong points. Other than that its a good game.
The sound was a bit loud especially with the loud thud parts of the music. Also there is a few spelling mistakes in the dialogue from time to time. The final boss was a little underwhelming as I was able to stand still and hold fire till it died so it could certainly do with a little more things to keep you on your toes.
All in all the game made me feel like I wanted to keep playing till the end and was pretty fun. I especially liked the tilt in the maps, it wasnt a big thing but it really added something fresh.
Let me know what you think! https://itch.io/jam/brackeys-6/rate/1172500