@Puipuipui12322 as described in the slot, you must place 10 "Knowledge" cards and the "You" card into the Invention slot.
This will generate an "Invention" card, which is the final card of the demo.
Zizaco
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The gameplay is very smooth, simple and fun. I like it. Well done!
I wish that when I open the shop, it would pause the gameplay. Maybe adding a little bit more variety would make this even better.
edit: I nearly missed out on the "monster capture" feature. I wish it had been presented more clearly.
I love the vibe and the whole idea of this. presentation-wise, this is amazing 5/5. Well done!
Gameplay-wise, I find it too punishing and too micro-intensive. This, coupled with seeing the same cutscenes every time, is not great. So perhaps this difficulty level is better suited for games with procgen/roguelike mechanics.
In case you want a break from the action and fancy a cozy game, here's my game. : )
https://itch.io/jam/acerola-jam-0/rate/2578859
The pixel art and the concept are very good. Well done! : )
However, I'm not a fan of the tank-like control scheme in this game. I think it would work better with a traditional twin-stick shooter control scheme.
And here's my two cents: I suggest working more on the polish and "juice" (AKA: impact, flash, indicators of damage, contact, actions, etc) next time.
The presentation and the parkour were very nice. Thanks for making this available on Linux :)
In my opinion, the battles were not fun. During battles, everything was useless (bite, convince, candy, kick), except for petting the animal; And petting was very repetitive and quickly got old.
Getting the game-breaking bug after the giraffe was not cool :/
I managed to get it running smoothly on another PC with a better graphics card.
The atmosphere was quite intriguing. One thing was quite challenging: the doors! Haha. They kept pushing my character around, leading to a few deaths!
Despite this, visually, the game is quite pleasing, although the character design leans towards a minimalist style.
My only minor gripe is that I wish the character could move a bit faster.
The presentation is impeccable, truly impressive! However, while the gameplay had its merits, I couldn't fully understand what was going on, and it was a bit clunky:
- The inability to move diagonally seems like a weird choice.
- The bean attack (mouse click) didn't damaged enemies. I don't know why.
- The radius of damage (white square) on enemies was so small that it harmed my character as well.
- The combination of using both keyboard 'X' and mouse for interaction felt a bit disjointed.
- Way too much dialogue. And the fact that's all unskipable made me quit after the first few attempts.
Still, pPresentation-wise, this is amazing.
Very cool! The plot twist at the end took me by surprise! Haha.
The simplistic and charming visuals remind me of Little Big Adventure. I'm not sure if the levels are procedurally generated, but I did encounter a minor hiccup on level 3 where some doors were closed in a way that trapped me. I appreciate the thoughtfulness of including the 'unstuck' button.
Well done!
Visually it's quite nice. Other than that I'm not sure there's much to it in terms of gameplay.
The doll made a few appearances, yet there were no meaningful interactions or significant events. Frustrated by the repetitious nature of navigating indistinguishable corridors, I had to quit on the 4th level.
Perhaps having some narrative, story, characters or objective would make it more engaging.
Visually and presentation-wise this is exceptionally pleasing. The game definetly captures the essence of classic dungeon crawlers.
My feedback would be to have some sort of UI with an Map and status on objectives/progress, as it was hard to keep track of what was going on. Like, why was I shotting at those folks?
As a test / technical demo, this is quite nice. Well done!
Interesting game overall. The implementation of a survival-like health bar was was great. However, during the dragon battle, I noticed a lack of feedback on what was going on. This made it challenging to discern if I was performing actions correctly. Despite reading your tips, I still struggled to understaind if I was doing things correctly.
Unfortunatelly, I couldn't defeat the dragon.
I really wanted to like this game. I was genuinely intrigued by the concept and artistic style of this game. However, my enthusiasm quickly waned due to its lack of clarity regarding gameplay mechanics. Understanding the dynamics became a frustrating challenge as everything was left way too vague.
Also, grabbing items was quite buggy. It seemed that I couldn't interact with any other item if one of them was stuck due to another collision. So I had to search for buggy items, move them. So that I could go back to interacting with the other items. Having to troubleshoot these issues disrupted the flow and made it quite annoying to try to figure things out.
My feedback is to have a more structured introduction for players in order for them to grasp at least the first few steps on how things work.
Unfortunatelly, I gave up without figuring out how to properly progress. Sorry.
This is an interesting concept, and the visuals were undeniably very good. Well done!
Here's some things that detracted the overall experience for me:
- The reverse time button wasfrustratingly unresponsive, making it difficult to halt properly and often resulting in unintentional rollbacks beyond what I intended. This was very annoying! xD
- The spike collisions felt very unfair. Frequently, my character would be impaled mid-air, appearing to be floating. This issue was particularly evident during the double spike (celing and floor), where after about 80 attempts, I had to quit.
The artwork is exceptionally well-crafted.
Unfortunately, there was not much to it in terms of gameplay and mechanics. I found it challenging to fully comprehend the impact of the stats.
Perhaps incorporating some tips explaining the game's statistics (at the end of each attempt ) would make it more acessible.