I'll save this one for when my players piss me off and I want to start throwing PCs like I'm playing lemmings (just the mere mention of this game made my back hurt 👨🦳).
Love the tone and design, I rate it 7 out of 7 deadly rooms
Really liking the changes, specially that Sin Execution Talisman one.
Quick question though, that I'm not sure if its intended or got overlooked, the changes say
"Sin marks by themselves don't lower sin anymore (overflow does). In addition, clarification on mark vs ability (for purposes of doomed agenda)."
But the SIN MARKS page still states:
"You increase your resistance rolls and lower your sin overflow cap by 1 for each sin mark you have."
Yes I do have them on Backerkit from an upload on Nov 30th 2022, and even though the file says Wrath of God 1e Digital, it downloads a zip that has the Wrath_of_God_1e_Color_v0.9 [WIP].pdf, instead of the one I see here being Wrath_of_God_1e_Color_v1.0.pdf, perfectly fine if the changes are not that significant though, just making sure before printing!
Gracias! Si me pasaba también lo de subir de nivel, lo cambié a una notificacion y con T sacas el menu de subir de nivel, pero estoy queriendo terminar de integrar las animaciones antes de subir algo mas. Lo de la vida del boss está bueno! El truco está en hacer el dodge sobre las balas, ya ahí se vuelve mas matable, pero para que se vea aun mas matable, la barra de vida está buensima!
Gracias por jugar c:
wow thank you for the comment about the music, was one of the last few things I added and I felt like I rushed it and didn't go through enough tracks, so yeah, good to know they do fit. I played the levels several times to make sure players wouldn't feel lost when I didn't want them to feel that way, so thank you for noticing that, especially the one oyu mention.
Thank you! Its my second time joining a game jam at all, my first was one over at GameJolt some months ago, this is my second one and first GMTK Game JAm, and for sure I'll see you around next year!
Very nice, it does resemble the feel of Getting Over It type of games, got all the way to the orange zone and down I went after that, to that very first spot where you start in.
One thing that might make it feel better is having a meter to know how far youre going, or at least some visual feedback, that way you can actually make precise movements and know the limits of the movement.
Theres a thing where if you drag horizontally and then up, you'll go way harder than it should (i think, unless its inteded, but it doesnt feel that way)
Really neat particles when it falls down too
Real nice, the design follows a theme and does it very good.
The level design (second one) is great too, almost always new where to go and when I failed and looked back, saw a big arrow pointing towards somewhere else, however, it'd be nice if it had checkpoints, the added difficulty of the level rotating paired with precise movements is great, but feels too punishing to have to go over the whole game again, where it said Fail! I just jumped, thinking the way to get out of there was by literally failing, but nope, it got me all the way back and I felt my sanity dwindle.
Its a great idea and the combination of 3D and 2D is not seen that often, wish I could've gone further and completed it :(
The goal of the game wasn't really speed but adapting and maneuvering around with what you were given, the first level might serve as a bit of a safe place for players to get used to the controls, but I could look into it either way.
Not sure what you mean with most creative one, creativity is not always about making something completely new, but taking a concept and making it feel fresh or give it your own touch, giving it personality to stand out from the rest. Also not a really nice thing to say either or, I'd rather get 1 comment with constructive criticism than 10 with just mean comments, lets try and make the gamedev community a welcoming one where everyone seeks improvement and to help others improve, this is not a race, most here are doing this for fun or its their first time doing a game at all, and comments like these could deter those individuals from participating in more in the future. Take some time to think on your approach to commenting, since this one is not the only one on that same line of thought.
By the way, GMTK played your game on stream today!
Thanks! Was slightly afraid that AD to control up and down would feel weird but they actually feel natural for some reason (trust me, you dont want to try the early build with WS for up and down, it felt out of control, but in the wrong way).
Thats weird, I'd have to test it on other places, the music changes with each stage accordingly on my PC, thanks for the heads up!
Nice! You have a really nice balance of difficulty, and I can't help but look at the screenshots and wonder how it feels to get that far, I was expecting Esc to pause and it just closed the whole thing :(
Some things that might help that you might already have in mind:
And some ideas came to mind, one, making a bit of particles shoot when jumping, this would mean the astronaut is using thrusters on top of their legs, this would also increase the effective distance of the jump (IE being able to propel yourself off walls using the jump by being near the wall but not necessarily touching it), allowing for more advanced movement.
Two, rolling feels like it could be a mechanic by itself and it making you receive damage feels unfair, maybe this is by design, but rolling could be used for more precise positioning, maybe still make bumping your head have some negative effect other than the chance of having to redo the whole level.
And I always love being able to convey ideas and characters with a reduced amount of pixels, well done!
Nice concept with the health being on the die itself, the dice puns were also a nice touch. The camera angle could feel better, either widening it a bit or going full top-down, i felt it was too close, a bit claustrophobic even.
Some weapons can use some tweaking, the bow could have a lower curve or have the player charge the shot, so the arrow doesn't go over the head of the enemies, the sword is shorter than the enemies' one so I couldn't get around that, you could either make it longer or have the enemies turn around slower so the player has a chance to get around and stab with it while being safe.
A bit of an overhaul on the hitboxes could make it feel more responsive as well, often found myself not knowing if the attack did hit or not.
A timer of when the next weapon change comes could give leniency to players while keeping the randomness present, sometimes giving that kind of info to the players can make the game feel better, not showing which weapon, just letting them know when its coming
Overall it is a nice game and you implemented the concept successfully, its always nice to see an UE game around!
(My comments are aimed to aid finding out ways to improve the game, this doesn't mean its bad or that I didn't like it, the opposite, it was because I liked it that I spent time writing this)
Edit: Oh btw, I didn't manage to launch it through Itch's launcher, no clue how it works but just so you know