EDIT****
Typo in the credit for the musician.
If you're interested in checking out their music they go by THUND3R and the link is https://linktr.ee/thund3r_
vex_dev
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I understand what you mean. I felt like the context of the game was important. I think its not that there is too much dialogue (especially compared to other games) but rather its just that the way we conveyed that information could have been more digestible.
Maybe spacing it out, providing a cut scene, and adding voice acting would probably make it feel better to go through, because in reality its not that much dialogue, but maybe its the presentation.
However, I think your feedback reveals another underlying issue that would do the most to making the dialogue not feel so slow, which is that if there was more content during or after the dialogue it might feel like it was more worth it.
If this was a full release I would want to spend more time on adding content but I spent most of the time working on the battle system which did not leave much time to add exploration and even more varied combat.
(Maybe making the tutorial more of a full on battle would help to break up the non-combat segments)
Unfortunately that is the nature of doing your third ever game jam but I hope the visuals and music were intriguing enough to make you feel that the combat system was interesting enough to be redone in a more refined way.
Thank you for taking the time to provide feedback, if you see our previous game jam submissions I'd like to think were getting better with every submission.
Thank you, our character artist worked very hard to make the character feels 3d while still being 2d. She has made many wonderful art pieces including in our previous game "Bleeding Hearts". If you're interested check that one out and in the button should be several examples of character art in our dating sim.
Hi! Thank you for the feedback! I would say the decision to have the battles take place in the environment instead of in a Battle scene (like in Pokemon or Octopath Traveller) was a mixture of originally wanting to design a first person game and my girlfriends love of Wizard 101. So i decided to have the battles work similarly to wizard 101 where running into monsters pushes you into a specific spot in the environment. The camera problem was a known issue but given the time limitations I decided to ease the burden on our 2d artist by locking the camera to one angle. Ideally this rotation could be changed like in dungeon crawlers such as Titans Quest. There would also be dissolve on the environment blocking the camera but getting the game play completed was a priority and honestly took up until the last day or two. The boss music was written by the same person who wrote the music for our last game. He's a talented musician and I invite him to these competitions to push his boundaries. If you're interested his credits are in the description and our other game jam submission "Bleeding Hearts" is available to play which has 8 unique tracks written by him.
Hey, interesting game, I like the concept of the moss attachments but I feel like the placement of the moss didn't matter, I would say you should continue this concept by making each attachment act differently when paired in certain shapes with others.
I also felt like I was too weak as the player, this may be a mechanic or perception issue I don't know. I would consider either bumping up damage or add some sort of screen shake or the like to feel more powerful.
Hey, Awesome concept, I would definitely expand on that. tHE IDEA OF A TOWER DEFENSE WHERE YOU CAN'T MANUALLY PLACE THE TOWERS IS INTERESTING. i WAS MOST INTRIGUED BY THE IDEA THAT WHEN THE MASS GOES TO ZERO HEALTH YOU DON'T OUTRIGHT LOSE BUT INSTEAD THE RADIUS SHRINKS. tHAT WAS A NEAT SOLUTION AND ONE i DID NOT EXPECT.
I have a few notes.
1. I feel like the player's movement is a little slow, I would make the player a little more fun to move either by speeding them up or adding a dash/roll of some kind.
2. I feel like the player doesn't need to have health, it may even be more fun if the player can't die and instead, you find some other mechanic to balance it out.
3. Unless I didn't run into it, I would add either an upgrade to have a minion retrieve some flesh for you or some upgrade to start building a radius that brings meat in. Getting meat is a great way to balance but I also feel like its too difficult to get meat at later stages.
4. There should be some way, be it a button or otherwise, to determine when to release meat, several occasions I would feed meat to the center mass when i was walking to the other side to repair a tower. Maybe you could take that a step further and make releasing meat a mechanic, to say maybe block projectiles or enemies are drawn to the dropped meat as a sort of lure. This could balance the previous comment by making it so the enemies may want the meat you don't get. This could be balanced by introducing a meat-eating enemy.