Thank you, for the feedback as well!
vpeter1119
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Great take on PacMan, I loved all of the sound effects, especially the one that played when the lights shut off and the death sound. Also, nice visuals with some stuff glowing in the dark.
Edit: If there's one thing that felt weird for it was the controls, I was sometimes running into the walls before I realized, but that's more of a personal preference than an issue.
A good example of simple but clear visuals. l liked how you managed to convey everything necessary using a limited number of colors. Audio is great, especially the sound it made when the clickable area was moving. Loved the pool of blood at game over, slowly expanding and being the only red thing in the entire game. The rythmic mini-game mechanic was also fun.
There's one thing I'd suggest to add: the option to start the ritual without the need to click on the button, but rather with a hotkey like E once the button appeared.
Pretty solid game for your first time, simple but clear graphics, the fog was a bit distracting for me, maybe you could have a simple ground texture and apply a slowly moving fog effect, it would be a simple but strong improvement. The background music was very atmospheric, went great with the mood.
There are some minor improvements which would make it more player-friendly in my opinon:
- Add the floating "e to interact" instruction to everything I can interact with. If only some of them have it (like the gravestones, but not the lamppost), I'll need to keep pushing it to find interactable stuff, while if it's consistent, I don't need to worry about that.
- It wasn't obvious for me that I need to keep talking to the police officer after they told me that the area is closed and I assumed that it was just an expositional warning. This resulted in me running around all over the place trying to find anything interesting, but because I did not interact with the policeman, I could not interact with the lamp and the boy gave me no quest, I it was just wandering around aimlessly.
Overall, nice work, keep it going!
The graphics are pretty solid, I loved the choice of colors. The music was a bit too loud in the menu, but otherwise fine.
I must point out that these kind of challenging platformers are not my cup of tea, so it did not take much time for me to quit after getting stuck on the same point, but the recommendations already pointed out by others (camera control, spike hitbox, animations) could really ease the feeling of unfairness. I also felt it was too hard to make the jumps between spikes because the gravity is so strong that if you don't press right, you won't make the jump, but if you do press it, you'll likely walk into the spikes before even jumping. Again, this might just be part of the genre, but it felt unfair to me.
I'm so glad I found this in the "needs ratings" list, a smart puzzle game with nice graphics and smooth gameplay. The use of light for the puzzles is pretty creative, I liked that.
I could repair my flashlight after the initial "puzzle" but not after finishing the first one (with the letters), not sure it that was intentional or a bug, but the flashlight was working once I placed it for the slider puzzle, just not in my hands, so it was harder to navigate that way.
So, I liked the idea, it was pretty original (at least for me), the visuals were a bit weird at first, but you can get used to it. I also liked how you placed the little bits of tutorial and you had messages (like the reminder about the battery) that the player had to unearth during gameplay.
The controls were a but unintuitive, you can get used to it, but at some point I just wanted to dig straight up back to the buy stations, but could not get past a point. You could also make it altogether a bit less dark so the player can actually see things while still indicating the something is dark and therefore dangerous with desaturated colors, feint blue light, etc.
I'm not sure about the many typos. If it was unintentional, I'd recommend someone proof-reading your texts. If it was intentional, I would advise against it, because I think it's okay if a character speaks in a weird way, but tutorial instructions are supposed to be clear.
Overall, nice idea and pretty complex compared to the limited time you had to make it. With some smaller improvements and polishing, this can be a very fun game.
Thank you for the feedback, by the way, if you prefer to destroy your keyboard instead, you can also smash R repeatedly during repair. The walking speed is a good point, I'll keep that in mind if I decide to expand the game later. Maybe make it an upgrade you can give yourself from planks, like a crutch or something.
Thank you, I'm happy to hear you enjoyed the minigames, that was a substantial part of the design, to provide options for different kind of interactions. Unfortunately the REPLY feature does not work some people, I guess it's input-related, I'll have to look into it post-jam. Good point on the hotkeys, I might rework that system as well if I decide to expand on the game.
Very well done, congratulations to what is for most of you your first jam game. I really like the idea and the gameplay of combining all these elements, trying to figure out how to make each advanced version of the demons.
I agree with the suggestion, that time should be paused while you are browing the book, because it feels good to read the well-written stuff, but not so much if you get punished for it. Also, the poltergeist sprite overlaps with it's title so I could only hope that is what I created, because I could not read it.
While you are displaying the text at the end of the day, you should block the main loop interactions, because I could still finish my last creation while looking at it (I guess that's an achievement by itself) and it was counted for the next day. Or maybe I misunderstood that, but I know that I could still interact, I heard all the sfx.
When the guy with the menu still attached walked in, I had a legit chuckle...
Alright, I thought I set up the borders accurately, but looks like nothing you can do to stop the players from finding the mistakes anyway. You have to tell me, how did you end up there? Also, based on the mislocated UI elements, you're playing zoomed in or somehow not using the original size? Unfortunately I changes the scaling for testing and forgot to change it back before publishing.
Edit: typo
So I wanted to ask about how you created this unique visual style, then I saw it in the comments below and I just have to say wow, truly amazing. I also drew my sprites on paper then scanned them, there's something nice about creating something on your desk and then seeing it on the screen, "alive".
The gameplay itself was straightforward, I don't see this genre very often, so it was refreshingly original (at least for me). I get that lying was part of the wildcards, but I felt like asking the ghosts for help wasn't really helping because I could not determine in any way if it was true or not and otherwise the room for mistakes was very low. Of course this can be the inteded difficulty, but for me, it ended up as a source of frustration.
Overall, congratulations on the game, looks very nice, plays smooth, even if it's a bit difficult for me.
Smooth controls, I liked that I did not have to push a button to interact with the objects, I just had to run through them. Also, the ghost's relative speed compared to the hunters was good, I had the chance to kite them. As nickbdawg said, it felt really satisfying to scare two or three of them at the same time, then getting the hell out of there.
One thing that was a bit disrupting for me in the beginning was that I wasn't always sure about where a wall ends and it stopped me from time to time, but after a while it was just muscle memory.
Really unique and well-polished gameplay, I really enjoyed it, especially once I found out that if I don't charge the sonar, it will still travel the distance, only at a narrower angle. It feels really rewarding to shoot one of those thing at the last minute.
Some improvement ideas:
- There should be a way to turn off or tone down the screen effect, it was really hurting my eyes after a while.
- It would be probably friendlier to reset the player to the beginning of the same level instead of level 1, or maybe give three attempts before the final reset, it feels bad to lose all progress.
- Some kind of a narrative, even an intro and some small snippets before each level would really add to the feel, while I was roaming those halls and looking for these weird monstrosities, I felt like I want to know where I am, what they are and where they came from.
Overall, nice work with the smooth gameplay and the sounds effects.
Great atmosphere, the character portraits were beautiful. I enjoyed the writing as well, but I wish there was an option to skip ahead the text or at least speed it up, it was frustrating that I had to wait for it.
The chase with the monster was fun, it took a few attempts for me to figure our the right strategy.
It was basically unplayable in the browser, but worked fine on desktop.
Pretty solid result for first jam as a solo dev, congratulations! What stood out to me (like others pointed out) was the lighting and the audio was also great.
I found the player control a bit too sluggish, for the first few seconds, I wasn't even sure the character is moving. Also you could somehow highlight or visually differentiate things the player can interact with.
I can imagine the design process...
"So, we should pick an inspiration, which one should it be? The Fast & The Furious? Diablo? Mad Max? Crazy Taxi? Average Balkans dad going home from work? Worst acid trip of your life?"
"Yes."
Very fun game, full of crazy stuff. Loved the intro narration, but the little banter from the book even more.
This was really fun and well-polished, I think the overall flow is the best I encountered during this jam, it really got me into that endless just-one-more-round mood.
There are two suggestions for improvement I could recommend based on my experience:
- I didn't like the lower wall blocking my view, I ofted had to steer there and it was weird not seeing where I currently am (only based on the bullets when I still had some). At other times, the bone-throwing enemies hid there and didn't throw any bones, so it was a bit tedious to find them.
- This is just a personal preference, but I found it unfomfortable to reload with R, because I was using the same hand/fingers to move around. The right mouse button would be a great alternative.
Overall, very fun game, congratulations!
So you managed to make your hand-drawn background an sprites work well together in a quasi-3d environment, something I struggled with. Along with the parallax movement, you achieved to present a unique and atmospheric visual style. I was under the impression you had more time and energy for drawing in the beginning compared to the end (I know I had), but it was fitting well with the concept of everything becoming darker and more abstract. I liked especially when it all shifted to white on black for a level. Smooth camera movement and suble zoom-in for the cutscenes also contributed to the mood.
The writing itself was a bit chaotic for my taste, but I guess it's also part of the charm. I think using some other font would serve the scenes well, for me it was kind of standing out from the general mood.
There was no real way to lose the game aside from a certain choice, and it made it a little less gamelike, but since it's a jam game, I did not really mind.
Overall, great audio-visual experience, simple, but smooth gameplay, a fun game. Congratulations that you managed to create this in such a short timeframe, especially if it's just the two of you.
Okay, finally gathered enough strength to play this (in broad daylight) and man, and even though I'm not a fan or the genre, it's so cool! The graphics and audio are top-notch, can't imagine how you did this in nine days. If you spend some weeks on this after the jam, you could amp up the narration, add some more animations and sell this for real.
Thank you, I'm glad you enjoyed it. It is quite short, unfortunately I had to really limit the content (rooms, objects) in order to finish the features (most importantly, the three minigames) and make sure that all the components worked well together. Providing multiple ways to interact (mouse, keyboard) was an important part of this.
So first of all, great take on the theme, it's always good to see original ideas. It also has a great vibe, with the selfie allergy as well, but I was chuckling when the music first switched to pursuer mode.
There are some things to improve that would mean a lot, but I see they were pointed out already by others, so I won't echo them.
Also, I think I found a safe space, away from the fans, so I'll just settle down here:
So finally I have enough time to try this out, I really like the whole idea and the choices you provided. The graphics are simple, but I still like the UI layout, feels very intuitive, and I love the node-map that you provided for progression. Are the nodes semi-randomly generated?
I have to point out that after I tried playing for the second time, I got stuck in the very first battle, the end turn button doesn't seem to do anything, doesn't matter if I wait or click it multiple times, even reloading the page did not help, it was stuck again after clicking through the intro. I'm using Chrome, not sure if it matters. I'll revisit later to see if it still persists.