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Vivanter

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A member registered Dec 18, 2019 · View creator page →

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Huh. Well, game followed through on its promise.

Weird, fun concept. I would have liked a little more variety in doctor behavior / intrigue. Maybe doctors have keycard access to rooms so you need to ride along on their routes or something?

The constant jitter really doesn't work for me, nor do the blurry fonts. Otherwise, the graphics here were fine.

Ah, +1'ing my response from on the main page. Thanks for playing!

I appreciate it! Thanks for playing.

Definitely agree with all the comments asking for a simpler view, especially as a toggle or something. :)

A fun concept! I liked how the ship handled and how much "scifi" you crammed into such a minimal game - sensor glitches, scanning, energy and such.

My first playthrough I got jumped by a pirate almost immediately and totally discombobulated by the mirror glitching. Kinda overwhelming and I'd be tempted to start the chance for that spawn a  little after the game starts.

This game definitely needs more juice: sound effects for thrusters, camera shake or sleep on hit, some kind of hit confirm that is legible to the player even when in sensor glitch mode.

Overall, some fun ideas here, but kinda presented in a way that's not very accessible to the player. As an aside, the game isn't really being rendered at 64x64 resolution, based on the rotating sprites and such...

This was  really solid! I loved the atmosphere. Wading through poison muck with this plodding, solemn music. I also loved all the dialogue and how characterful the various passersby were.

The constant poison damage puts a real pressure for you to move forward, but combined with the finite number of healing herbs (per life) I found that it was pretty easy to just get ground down if you had a bad run and died. I particularly ran into this in Stilt Town, where I basically had 2 flowers to navigate most of the swamp...

Still, a very nice execution on a sort of minimal souls-like, hitting all the atmospheric and tonal qualities as well as the gameplay.

Very peaceful! I enjoyed finding out about new biome types and the introduction of animals suddenly recontextualized all the tile placement I was doing.

I did run into some weird error with a blank tile, which when selected just gave me a weirdly offset 9 that couldn't be placed:

This was pretty deep into the game and didn't break anything though.

I think you could afford to have the target numbers increase a little more rapidly. As it was I was at like 10x the target for the entire game...

Thanks for playing! :D Definitely proud of the audio on this one, since its not usually my forte.

Thanks for trying it out! Glad to hear parts were clicking for you.

Those are great suggestions. I definitely think a tutorial key for the goals would help a lot. (That one is overgrow 4 garbage tiles, by the by).

Togglable grass makes sense. At one point I had a button to show outlined icons for each edge, but it was pretty jarring and folks just left it on all the time. Reducing the tile to just a square with maybe some translucent whisps to suggest grass might be perfect.

Solid! Always cool to see games built without an engine.

I really appreciated how "What You See Is What You Get" this game was. No hidden collisions from invisible hit boxes or object position rounding. It made bobbing and weaving once the enemy projectiles started strangely strategic, rather than just frantic.

That difficulty spike is pretty extreme. I'd be tempted to a) combine Waves 1 and 2 so the game keeps adding new features at a regular clip and b) make the first batch of projectiles shootable so you aren't suddenly being tested on evasion as well.

I think the sound generally worked well, but I would have liked a little more juice from the thruster, since its so central.

I really enjoyed the particles ricocheting. It was a nice moment when I realized it was happening.

Very lovely and extremely claustrophobia triggering for me. I'm glad that running of air just fades back to the start instead of something more horrific.

I would have liked a little more signposting in terms of airpockets and shafts and such - maybe a type of plant that grows closer to light from the surface? Maybe that kind of thing exists and I just haven't picked up on it, but that would add to the sense the roguelike feeling of run progress being measured in knowledge gained.

I dug the audio, though it did start getting repetitive. If I had been taking time to map and actually think about my route (which feels necessary to complete this), I probably would have less of that experience though.

Thanks for playing! :D

Fun little mini-game. Felt a bit like Rampage or something like that. Would have liked to see a little more happening - moving boats, airplanes, stuff that runs away or fights back. 

The weapon variety was fun, but I wish I had actually stuck with a given weapon longer. They all felt pretty much the same in the end.

The music was solid, but would have liked a lil more in the way of juicy sound effects for all these explosions.

Short and sweet! The platforming controls felt reasonably responsive and I rarely felt like I was jumping somewhere and had no idea what I needed to land on thanks to the combination of arrows and repeating cutbacks.

There were a few jumps into enemies that felt a little unfair, but I felt like I had plenty of health to deal with it.

The jump noise felt a little too high pitched and... wheezy for how many times I heard it in rapid succession while playing.

I appreciated seeing multiple enemy types (and right when I was thinking "okay, that's about enough of these hooded guys").

This was great! I loved the adaptation of the A Short Hike style jumps to a 2D space. I agree with one of the comments from over on the game's page that the early game was very nicely laid out such that you can't help but learn the verbs.

I'm a big fan of the booklet and map. The map in particular was fun to reference once I'd found all the feathers, but wanted to make sure I'd  seen all the spaces.

Thanks for trying it out! I fretted over whether to add a tutorial, but seems like I should have...

This is definitely my favorite of the driving games I've tried from the jam so far. I think the goal based driving (as opposed to time trial or whatever) really helps me forgive the poor visibility. I also the think the flat environment and the checkered grass helps me get a better sense of depth of field / actually navigate.

I was really delighted the first time I encountered a jump or bounced high in the air.

It's probably me just not being thorough, but when I opened the shop, I figured the +Mult would be the cheapest item and didn't bother scrolling through. It might be nice to sort those shop items from cheapest to most expensive, so you know what your next metric is right away.

I did encounter a weird run of luck where I got like... wombo combo'd by oncoming cars and just bounced extremely far into the grass right after picking up a fare. More funny than gamebreaking, and I don't know how you'd avoid that.

Very fun! I loved the variety in planets and enemies. I wish I could at least bop enemies back with the bat, because I had a bad habit of getting stuck in a corner having missed with the ball and not being able to extricate myself without taking a couple points of damage.

Very fun idea and very satisfying execution of your core mechanic. Especially when it came to sound.

Thanks for playing! Sounds like the parts I was most proud of were working.

I agree that moving away from RNG is probably wise. I experimented with manipulating the stream of tiles so that it would gently guide you towards being able to complete your goals, but ran out of time to implement it in a way that felt better than randomness.

I think having a menu of potential goals to complete (probably with tooltip text) would also help guide the experience along. You could still have the quality where the various goals scale in difficulty as the run continues, but you would have more agency over it rather than just being saddled with something hard straight off the bat.

Cheers!

This is a neat, minimalist take on the roguelike deckbuilder genre (though we don't really deckbuild so much as deckplay). I wish I had a clearer sense of enemy remaining HP so I could make more informed decisions about who to attack with how much damage. I also would love a block or something similar so that I had some recourse when all the enemies decide to attack simultaneously.

The graphics and audio do a lot with a little here. I found the slight hang after playing a card to feel a little jarring, some kind of animation, effect, or something feels warranted or else it just yanks me out of the experience.

Very nice! The car handles nicely, though I wish I had a little more space to experience that handling on.

I'll echo what someone else mentioned: depth perception is a big problem here, and its a problem exacerbated by your level design. Running the player directly into a hairpin turn would be tricky even with access to where exactly the bounds of the road are.

The menu aesthetic was solid though, and I appreciate generally keeping the camera close to the action to keep the car legible on screen. I'd love something like a crazy taxi with this style of handling.

Ah, rad. You did excellent work on this project. It really feels like something out of the source material you all are responding too.

Yeah, visibility was definitely the biggest design problem for this project and I think I only half solved it.

Thanks for playing!

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Congrats here! Definitely feels in development, but what's here has a nice chao garden vibe. The sprite art is cute and the platforming controls are totally fine. I'd just like a little more juice! Give me a little happy animation when the demon eats or anticipates eating. Give me some changes in speed when you are running around.

I liked the intro cinematic. Nice to have some lore or story to support the game, though it didn't feel that relevant or even thematically resonant with the actual content of the game as it stands.

Sound was pleasant, but cut out abruptly at a few points (scene switches?). Didn't stand out as a dimension of this project.

I'll admit I wasn't expecting a lot from the splash image, but this really surprised and delighted!

I liked the nice smooth controls and found the combat surprisingly engaging. The first time you see those big enemies! I liked revealing each individual cave and having to deal with whatever was in their up close. I do think the combat starts to dissolve into spamming, but... that's kind of Zelda too?  Overall, solid work across the board.

Apologies if this is an insulting question, but did you compose the music? If so, excellent work! It really adds a lot. If not, please credit your sources.

Congrats! Nice responsive controls and I liked all the pixel art.

I think that you aren't actually rendering the game at 64x64 resolution :/

I liked the sound effects on fire, but would love a little more juice: screenshake on hit, starting slow then speeding up, something along those lines.

I'm  extremely into this. Your music is really the star of the show and I enjoyed seeing a  little slice of the life of these characters. I enjoy engaging with a sort of black box where you need to figure out what you are supposed to be doing, so this game worked for me.

That said, I did not in fact, really figure out what I was suppose to be doing, but when I found another screen and more dialogue the dopamine was absolutely firing. Weirdly one of the most fun moments in a jam game so far.

I think the title might be cheating and not actually in the resolution requirement.

Anytime! Congrats on submitting!

Yeah, I could definitely see that!

How are you using the Animator? I'd be tempted to use the Crossfade() method to directly change from one animation to the next and give yourself the ability to quickly cancel into another one if you need to.

A nice echo of Brotato and the like.

The sprite art is nice and I like watching Pepito's little run cycle.

I found the enemies trivially easy to avoid and even if you didn't they had trouble actually damaging me? When I decided to quit, I waited for them to catch up and they just kinda flickered over top of me for 20 seconds before killing me.

I would have liked more variety in enemy types and power ups. Projectile shooters, flyers that avoid trees, something.

Trees spawn in in such a way that they are the real threat. Easy for them to just fill the entire world and prevent any enemies from actually pathing to you (I think). They might need to decay overtime or spawn at least a min distance from all other trees...

Huh, neat. Kinda like a hidden object  game meets flappy bird.  I'll echo the comment that more challenge would have been appreciated, but I think the core idea here has some legs.

Give me bigger spaces to navigate (with camera panning?) and I'd do a whole open world thing. Maybe flowers could regenerate pollen over time or maybe you gotta keep going further and further afield?

Lore! I loved the cutscene and I was intrigued by what would follow!

I appreciated the resize option, but the window was locked to fullscreen. I also really needed a mouse sensitivity setting in order to make this playable on my monitor.

Keeping the scene dark and having a  weird blood torch worked really well. It helped with some of the nauseating anti-aliasing that happened when 3D objects curved objects move around.

Enemies felt a little too tanky (especially for starting ones) and I really wanted a little more juice - hit animations, knockback, something to register you are actually doing damage.

I had blurry text in my UI (but not menus) for the actual game scene.

Not in resolution requirements.

I don't  mind the minimalist gameplay environment, but rapidly felt like I ran out of things to do.  I'd almost prefer some sort of snake-like constant movement.

Audio was inobtrusive, but didn't stand out.

Generally speaking I agree with the comment that this needs more juice - screenshake, sound, particles. Something to make it feel like your actions are having an impact.

Great work here! A great beat em' up experience that didn't outstay its welcome. I liked the variety between gun, knife, and fist enemies. I also liked figuring out the two bosses (though I found it a lil tricky to dodge the kick attack on the second one).

I encounter a  couple weird control soft locks from inputting two many jumps in a row (I think?). I can't tell if you are buffering inputs and the buffer is too long, or if you aren't and its doing some sort of weird interpretation, but I found jumping pretty unreliable in general. I also found I frequently was getting double punches and weird stuff like that.  Fine for this length of game, but for something longer, more polish would be appreciated.

I really appreciated the permissive continue system. If I had to restart when I died midway through stage 2, I would have stopped.

Wow, this was delightful! I loved the puzzle take on snake. I felt like the levels ramp up in difficulty nicely and the game doesn't overstay its welcome.

I found the key sprite a lil wonky, but otherwise it looks great.

Fruit catching works fine and is a fun little minigame.

Is this in 64x64 resolution? The cup kinda didn't look like it for me.

I'll echo the comment that a little more variety in graphics, sound, or speed for different fruit would have been nice.

A fun premise for a game - rhythm x keep away.

I found I kept getting unpleasantly stunlocked on hit. Not sure if that is due to the controls being unresponsive, me missing timing, or an enemy effect, but I would love to have that clearer in game. Or alternatively, on hit, maybe you just get bounced out of contact?

Music seemed very quiet and not very fleshed out. Would have loved a little more variety, especially for something where its so key to the experience.

I didn't love the blurry font on the lose screen.

Great work on this!

I was super excited seeing in development gifs of this and I think they mostly carried through to the final result.

I wish I had a little more signposting at the beginning about how many floors til the dragon. Even if it was a literal signpost.

I found the strategy of when to fight and when to evade a little opaque. I liked the items a lot though and got a kick out of using swords to clear big levels versus selling stuff to get a lil more clock.

I was stressed that the dragon was going to be really huge. I won't spoil it, but it felt tuned about right.

Sounds sick!

Just wanted to circle back and say that after playing a few more games submitted to the jam, I think this is a really stellar entry. Excellent work here.

Cute and fun! The shadow blocks were a nice twist. I liked the bubble background too and felt like you did a good job keeping the screen lively.

On my first normal puzzle, I totally didn't see the one tower in a row by itself, then I encountered some weird bugs where if I moved the cursor down to it by pressing down, it wouldn't actually let me select a block, whereas if I wrapped right or left, it worked fine.

A pleasant game, but I think I want like one more mechanic like the shadow blocks to really stick with it.