The grappling hook could've used some more work. I'm not entirely happy with how it works. But I'm glad you enjoyed and and actually managed to collect the floppies too :)
Verburner
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I had a lot of fun with this one! Super creative idea. There were definitely a few things that could've been improved for a final release. Combat is pretty clunky and the best way to play is to interact with enemies as little as possible anyway. Also, getting gold was too trivial. Matching a couple of blocks was easy and the only thing gating you is your own patience. But either way: amazing game, loved it
It's a fun game and pretty satisfying. I think the difficulty curve could've stayed the way it is, but the player needs to scale along with it somehow. The way it's now, you can comfortably play for about a minute or two and then the enemies must mathematically overwhelm you. By the time it takes to reload, more enemies spawn than you can kill with the ammo you gained.
I have a lot of criticism for this one, but I'm gonna say that I really enjoyed this and also gave a good rating because it was one of the most fun games in the jam so far for me!
- Controls felt really wonky at times (yes I was playing with gamepad). After using a weapon that aims, the movement kinda glitched out a lot of times and had me running straight into the enemies.
- Difficulty seemed too high. Enemy strength was reasonable, but healing was just too sparse imo.
- Enemy hitstun felt terrible. You can easily get combod to death when caught in the middle of a pack of enemies
- The visuals were stunning, but also a bit inconsistent. It seemed like 3 different visual styles were mashed together and it kinda broke the immersion a bit for me
With that out of the way, what I really liked:
- Tradeoffs for the upgrades were cool and the upgrades in general felt really interesting and well thought out
- The combo system is amazing. Really had me on my toes.
- The narrative (while minimal) is well put together and super badass
DUDE! You call my game's platforming bullshit? By the time I climbed the tree my girlfriend left me and I got evicted. You ruined my life! In all seriousness, amazing game and a really unique and exciting presentation. Also apprechiate you naming an NPC after me. And then making them blind. And an imposter. On the Fortnite battle bus.
It's totally not just you, the game came out too hard. Your experience reflects my own thoughts pretty much. Flying turned out great, drill could use a bit of work and hookshot is wayy too unforgiving and counter intuitive (the best way to gain momentum atm is to make sure to hit at max range, which was not intended). But as far as gamejam platformers go, I think I can be really happy with how it turned out.
Super impressive depth, even if it ended up being a bit confusing imo. Trying out the different combos was a lot of fun, but it wasn't instantly clear what the effects did and when damage was being dealt. A bit more visual feedback related to taking and receiving damage would have been cool. Nontheless it was a lot of fun to play with
It isn't a solo game. The sprites for the character and the obsticles were done by https://thenri.itch.io/ . They just haven't accepted the invitation for co-admin yet. Glad you liked it! I honestly wanted to tone the difficulty down a bit towards the end but didn't find the time.
Edit: Seems like they did accept but I didn't check the "show as collaborator" box. Itch is really making this difficult '^^
A well done and nice looking game you got there! The level design was mostly really nice but at some points it was very punishing to miss a jump, especially with the game being generally pretty slow-paced with all the waiting for elevators and pretty slow jumps. I also kinda wished the modes would have felt a bit more distinct. Making one of them about movement rather than interacting with stuff might have been a good idea. Either way, good job!
Wow, really cool game! I really had fun and enojoyed the presentation. I have a few little nitpicks:
> enemies really close to the bottom of the screen felt a bit unfair
> later basic enemies had too much hp and were tedious to kill
> The rank is a bit unforgiving if you ask me. I didn't feel like i was doing that poorly but still go an F :D
Also, the kill count is kinda useless if there is no way to game-over and enemies don't despawn
A top down shooter just lives and dies by how the the shooting feels and there are no projectiles or anything in this game, the enemis just die if you click them. It would have felt much nicer if an actual bullet flies towards the cursor (also it shouldn't just go through walls and fire constantly). With a bit more polish it could've been a real fun game though
I can definitely see what your idea was, and I think it has potential! At the moment you're just doing the same thing twice (trying to guess the statistical "mode"). But I think trying to fit in that word play actually stood in your way when coming up with ideas. Trying to find something specific in the chaos rather than trying to guess the most common number would've felt more detective-like imo