Dang man good stuff on getting 1st place! That's huge, I honestly didn't realize there was a Summer Game Jam at KSU, wish I had taken part lol. Sounds good, glad you're still creating killer games.
Noah Schultz
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Wow, this was a super fun little bite sized puzzler! I liked the sound effects, and the aesthetic was super clean and easy to understand. My only complaint is that the door unlocking didn't have a sound effect, so it was hard to tell when all the pieces were in place, but overall I thought it was a super enjoyable experience. Well done!
Well done! Simple to understand and easy to control, but definitely gets much harder after about the 300m mark. Only notes I would have is that the trees in the foreground are sometimes very hard to see through, it's a great artistic choice but it makes getting some of the ground critters very risky. Overall great work. Is this a studio project, jam game, or hobby project?
Awesome work, seriously. The art is all super charming, the enemies are varied and fun (especially the eyeball mounds those are super cool) and the attacks and upgrades feel great.
I loved all the assets used, especially the cobbled streets and twisty trees, and it gave me great joy to be able to push the gravestones around. I loved the diagetic way you have the tutorial, with the messages on gravestones, though I would suggest making them bigger, as you can pretty easily miss their importance when you come out the first time. Beyond fixing some of the textures and getting the trees to be more in the ground than they are (some are sticking out of the ground in the forest, along with the shrine), the atmosphere is great. The huge looming cathedral was very gothic, I loved it. And the way you smash out of the coffin, super super clever.
The berserk powerup seems a little overtuned, but I kind of liked that, because it made getting around the map this amazing dance of finding an enemy to wail on, then zooming around to the other shrines before more spawned.
The only thing I really didn't like was the blood gague's balance. I like the concept, but hitting enemies didn't provide enough blood for the measly reward, and since there is a lack of feedback to getting hit, it was hard to tell in the middle of a battle how low health I was. This led to me eventually (like 4 runs in) just avoiding enemies to save my health for the later sections.
The health pickups are a great idea as well, but again there's not enough bang for the buck there. They should at least give back one full heart, there aren't enough of them to justify them only giving back half.
I also think that the price for a projectile is a little steep too. I get that it does massive damage and has a wind up, but a whole heart is just not worth the damage, especially since you don't get gauge back for hitting enemies with it.
Either way, amazing job yall. For a student project this is impressive stuff, especially if my main complaints are just about balance. Nice work
Nice jam game! Clean art style, I love the look of the coliseum, and the idea of them all falling in is great! Only problem i had was that it was pretty hard to die, you had to really wait for the guys to get in range to hit you, and also when you do die there's no game over screen and the pause menu doesn't work. Other than the bugs, I think it's a super solid game! Good work
Super clever game. It took me a second to realize how it worked but the eureka effect of finally figuring it out was totally worth it. I think the difficulty spikes a little hard in the beginning, once there is more than two gems, but overall the concept is amazing and the amount of feedback there is in the game is great. good stuff!
Thanks so much for playing and for the feedback! There was originally going to just be an ending screen when you collect the final coral and then the ability to just roam around as you wish after, but I didn't have time which is why the lame text is there instead lol. Thanks for the feedback though, and thanks for playing.
Thanks for playing and for all the nice comments! I think new coral would definitely be the first thing to do, I only had time for the three but coral is so varied and unique they deserve more attention. Rebalance is always fun in pseudo-idle games, and you're right I'm quickly learning how OP the coral multiplier is from the comments lol. Thank you again for taking the time for the feedback!
I agree with others saying that the game is just a tad too complex for it's own good, but I'll add on by saying that I think that for me the UI was the biggest issue. The skill bars being transparent made it hard to know what the level of my skills were at a glance, and it seemed like there really wasn't any point to using different skills in combat as they all seemed to kill at the same rate. Still, I loved the art, the music was great, everything had sound, and the controls felt nice and solid, so still a great game jam game submission! A rate and review in return would be appreciated!
Hard to believe that this was all done in a week, but if that's true this is mighty impressive stuff. So many systems, so many interactions. I think that's where my biggest problem lay, is that sometimes it's hard to know exactly what just happened or what went wrong when people start attacking you. I read the whole tutorial but I just don't think there's enough feedback to know when and why you've been caught doing stuff. Still, this is a crazy impressive game, and you should feel proud! Keep going with this one! A review on my game in return would be appreciated!
1625 was my high score. I liked the game a lot, it was easy to pick up and play, the artstyle is consistent and grabbing, and the visual clarity is very nice! My only real complaints are that there was no sound in the game, even just some simple 8 bit sounds wouldve been huge to the feedback, and there was no way that I could tell when the shovel was going to break, how many gold I had, upgrades I had gotten etc. So just more clarity on those would've been great, still, awesome game!
Oh my gosh wow thank you for playing enough to get all the way to double digit speed modifiers, I didn't assume anyone would play that long! The movement on the buy menu for sure is an issue, and one I appreciate the feedback on. Dunno how you got the game to give you 4k shards from a coral but that would render almost any system inert I'm sure. Thank you so much for playing and providing feedback!
Interesting, the part about the air pockets I hadn't considered, but you make a good point! And the original design idea was to have the coral further down reap more rewards but it slipped through the cracks along with what the ending was SUPPOSED to be haha. Still, thank you for playing and sharing feedback!
Wow, I've never seen that bug before, might be a bug with the reward multiplier shop upgrade? Must be a piece of misplaced math haha, sorry that that happened but that's pretty funny nonetheless! And no there is no cap on the top two upgrades, I didn't figure most people would reach a cap before getting bored but I appreciate you playing enough to find out!
Neat game, it just needs a lot more time. This is a lot of mechanics and ideas to put into a game jam game, and while I love the ambition, getting rid of a few mechanics would've allowed for a much cleaner experience overall. Still, the art style was super charming and the audio wasn't bad. I can see this being a solid start to a nice little 2d platforming adventure! A rate and review in return would be appreciated!
Love the Atlantis inspired ship, the cool caves, and the very methodical movement. Only real complaint is that I couldn't seem to find the extra ballast for the ship to sink lower, and I don't really understand how the lights work. Also Shift is normally the down direction and Space the up, so I bumped into the wall a few times just because of that confusion. Still, great graphics, cool theme, great dialogue! A review in return would be appreciated!
The game is super pretty but it just lacks a lot of clarity on what exactly is going on. How far away your attack goes, how much damage it's doing, if you take damage, when you clear a level vs if you fail it, it's all kind of confusing and gets lost in the mishmash of colors and lights. I think this game would've been a lot better if you just used a projectile the whole time, using the sword makes it frustrating to hit the boss, as it runs a little faster than you so you feel like you're just chasing it around with a stick for minutes on end. Still, I think this is a wonderful base for something great. A review and play back would be much appreciated!
A very good start to what could be a very cool little ocean exploration mystery game! Loved the models, the effects, and the dialogue options, just wish there was more of it of course. I did get a little lost on the first few jumps and I wish I had known there was sprint at the beginning but still a solid experience. A play and review back would be much appreciated!