Really liked the concept! Though I did get a tad bit confused as to what was supposed to happen after 25 score. The graphics were also really nice. Nice job!
Yuio
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The art and polish on this game is insane. The micromanaging game with the entities was also a really cool interpretation of the theme. I do agree with some other comments about dodging being a bit counter-intuitive to most other bullet hell style games, but that could just be me not used to being invulnerable. It also feels a bit bad just waiting until one of the high-fives generates a sword, maybe it would help by adding some sort of indicator to show how many high-fives left until the next sword generates? Really good job nonetheless.
I really enjoyed the changing angles and gameplay representing the different strengths of the characters (Archie and puzzles, Surya and Fighting). I do feel like some of the story beats go really fast so its hard to comprehend what is going on, but that's to be expected from a 72 hour jam. You can also fall of the map when in combat. Overall a really good job!
I'm a big fan of the 3D models that look straight out of Pixel Gun. The water effects were also very good. The Polarity between the surface and underwater was pretty good, but I feel like ramping up the horror underwater even more would add to that jarring whiplash feeling you are trying to capture. Solid Job!
Really like the take on the theme! I wish the enemies had a bit more variety besides bigger health variants, and maybe something to play around with weapon switching. An example could be an enemy that switches between various types? But the overall vampire survivors formula is always fun and satisfying to play!
This really feels like an evolution of Katti in both gameplay and story-telling. It keeps the same general idea of "grid-based path finder", but the larger grid and multiple objectives really amps up the complexity in a very natural way. I really wonder how the path finding for the train works once you complete a level and get to watch it hit each house. I'm also really shocked at endless mode from a technical perspective; is each level hand-made? If so, how many are there?
The menu design is unlike something I've ever seen from Kultisti's games before (in a very good way!). It really adds to the game's immersion.
Story wise, I love Raide's noble and sweet little goal of fixing all the tracks for their grandpa. The little story bits that we get after each stage is more encouragement to keep going. It's simple, but the little unknown mentions like the storm or even Raide's grandpa in general make me want to know more about this little world. The secrets also do an amazing job at this, giving little breadcrumbs of world-building for the player to wonder about.
As always, the sprite work and animations are always top notch. One of my favorites has to be the restart animation where you get to see all the tracks fit back into place.
Thank you so much, Kultisti! You are forever an inspiration to me.
I'm theorizing that the "I'd" is in place of "I would", which could mean "I would've done/finished this" as evidenced by what appears to be a bunch of potentially scrapped or unfinished work. I relate to this a lot as one who starts making a lot of games but always loses motivation halfway through. Beautiful zine.
Absolutely amazing! The puzzles are very smartly designed. I really wonder what's your process when creating these levels, especially the final puzzle. I also loved the little bits of story you get as you go on that act as little motivators to complete the game. I love Mr. Furmoon's little icon too.
Extremely well polished and executed! I think the only main issue I have is that I can kind of just move around randomly until I get the solution (which is common for these kinds of rolling games in the jam). I also think adding hotkeys to flip the view or restart could help a lot in making the game feel smoother. Fun game.