What are you using for a DAW/orchestral instruments? Spitfire?
RileyCircles
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Fun! I think the main thing that could be improved with the game is that it is too easy to create a pileup and just instantly win. I think either you make car deaths count way less than civilian or you have the trucks/cars despawn quickly. It'd be nice to have an sfx on crashing into people, the car crashes are crunchy!
I love the visual design and perspective of this game. The combat is not bad either although the depth makes it hard to judge your sword range vs the wolves'. I think others have commented about the audio needing some sfx and that would help although I'm impressed by what's there for music and the desolate ambience at the end.
The story is...a little all over the place but it seems like it's tackling cool concepts. A bit of direction on where to go would help. I though the little light ball was that at the beginning but it didn't seem to lead to anywhere specific and then disappeared after a bit. Overall really cool though, would love to play a full version.
Pretty fun although a bit tough once you get the bulls. Seems difficult or impossible to actually dodge them by jumping over. You may not have made the sound but it is well implemented. The wind on the storm mode is a bit crazy trying to go left but it does give you incentive to want to change back to day which you wouldn't really otherwise. I think all this really needs is a way to dodge or parry or use ranged attacks. The physics is fun in a goofy way. Great job as a solo dev.
I liked this game a lot and it's one of my favorites of the whole jam. I am just a bit too frustrated by the wall bounce. I kinda like it in some instances, and without it the game wouldn't really have any challenge, but it just makes the game feel a bit off. I think maybe the wall bounce shouldn't be as extreme for flat surfaces.
But the art and controls and sound are great. I think only other criticism is the stamina could refill quicker when you land. And I guess like I said with the challenge, you really aren't tested on your movement ability until the end and the wall bounce makes it feel more like Getting Over It than you having this cool flying ability overcoming tough obstacles. I think it could use some better designed platforming or other types of obstacles (wind?)
Really great job on the music and implementing the layers for each fire lit. Overall really great for a solo dev.
The art is really great and I like the ambition for the game. I think others have covered how there are just a couple rooms to click in and it seems like maybe other areas like the door in the front or the stairs weren't finished for the jam in time. That ending out of nowhere would be great after thoroughly exploring the game. I wish the objects had unique sounds for observing them. The clock is a great sound to accompany the game. Would love to see this game fully realized.
Love the pastel look. I dunno how often I've played a fishing game where you play as the hook like that, seems obvious to do but I'm just not remembering many. It's a good little gameplay loop but I think the incentive is basically to go deeper to see more interesting fish and I don't believe there are any for at least the amount of upgrades I got. That'd be a good update to the game. Sound is pretty good although there is an issue with the audio clearing for the motor and rain when you go back. Could use sound for the reel going in the water and just continuously spooling down. It doesn't seem like there was anyone dedicated on sound so you both did a decent job at that with all your other work. Nice game!
I'm not sure exactly lol. I mean maybe branching options from a smaller pool, some way to interact with each memory. Like when you select one, it goes into another folder and you explore that pool and then jump back out.
I would need to play again to see if I missed some things (probably) but it'd be cool to give some more obvious tie-ins to Antigone's various myths.
Really great spritework. The sound for the game is well implemented as well with the local clock sound, the ambience, coverage on most everything. The one thing I think could've used a good sound is hugging Michael.
Other comments probably have already addressed wanting there to be more to do in the gameplay. Another thing that would've been cool is to make your sanity come into play via seeing things/telephone ringing/hearing noises in that back room that wasn't really used. Overall nice idea for the game.
I adore the visual aesthetic of this game and the score by Mel. I think having fewer photos and focusing in on each photo's story to go into something else would've made the story feel a bit smoother and less overwhelming, and just give you more to do in the game. But overall the writing is actually solid and not cringey which is a huge risk with this kind of game. Good work!
Fun puzzles and stellar art. Cute sfx and pretty nice easygoing score. I would've liked to have seen the player character and more of the world at the end but the amount of art in this is already insane for a solo dev. I think my only real criticism is that this is basically all calm and no storm which it is "calm before the storm" so the storm doesn't have to happen in the gameplay but you kinda want there to be more of an implication of storm. Like hungry customers outside, when the door opens at the end a big crowd sfx would've probably been the easiest way to imply that. Great job!
Pretty nice tight game. I didn't realize you could parry and thought the final boss was impossible until I came back to read the controls. I'm not sure if I couldn't click through to the ending or something but it just ended on a screen which seemed like a kinda downer ending if the idea is these are manifestations of anxiety lol. I liked the music and its nice there are unique themes to the room vs fighting vs the menu. The game over screen I think was my favorite part lol. Great job to the team.
I have a soft spot for this kind of game since I want to make a ninja game as well sorta in this vein. The dash is sorta finicky how it locks you out if you jump forward, it took me a good amount of attempts to get across the ledge in the starting area. The game does a decent job presenting new puzzles to go through. I would've liked to have heard sfx on the robots, footsteps, the bullets, etc. It looks like you created the music so good job on that! Much respect making this all yourself.
High quality aesthetic and absolutely incredible score by Robert Bünsow (like how?) The game design is good enough but there are some pretty notable flaws that make it not very fun to play unfortunately. I'm using a trackball which might be an issue but for the fishing minigame, I can't actually get my mouse to go up as far as the meter can go. The boat control is a bit wonky and seems to lock up during the storm. I was not able to find the lighthouse during the storm no matter how hard I looked.
Really amazing game to have been made in the week long time kudos to the team.
I unfortunately can't seem to find the sweet spot to click that others have commented below. I like the idea a lot and wish I got to experience the combat part. I think maybe the cooking part could be a bit more chilled out so it's more of the 'calm' but it is funny to have these business men gobbletygook all over running at a snail's pace. Great job making this by yourself.
I'm not sure what to do after you find all the items. I couldn't figure out a way to use them. I agree with what Mau commented how you have a great atmosphere and fit the theme well. The music is nice for this game, the ambient soundscape is good. Could use footsteps and a jump and some other sounds but for the most part you have some nice things for the item pickups and the thunderstorm. There should be a way to get under cover or something like that for the storm. Good job!
Thank you for the detailed post!
1. Yup, we would like to flesh out the story if we do more with the game, def a tragic boi
5. Yea we tuned it on the easy side although I swear the monster can get some mean upgrades that can be crazy. It depends run to run and our design being multiplicative means the monster sometimes is running through the game at the speed of light but can't get past a block or it can barely walk but everything dies in 1 hit.
6. We thought about this direction. Ultimately we went with trying to make a system where the monster's upgrade adapts to what you built. So if you build too many slow turrets, it resists slow turrets, etc. It's not working as well as it could but I think that is the better direction overall if we can fine tune it.
7. For sure, I needed to get a sound in there for it too but didn't get that in in time (also couldn't get my brother's voice acting in) but that's jam life.
Thanks again!
Really cool graphics by Radiocolors. The track by jerebee fit really well. I enjoyed the old school sfx by Deshui Yu, although with the amount of actions happening, some sounds could've used less high frequencies and maybe some randomization for variety. The game itself is pretty fun once you get rolling but you become invincible since the plants can't die as far as I can tell. Also it seems like there's some sort of hard cap to the amount of units since I couldn't build anymore at some point. As intriguing as it would be to see if the waves eventually could get me in my fortress, I decided to stop playing at that point. Nice job team!
Really solid game with great audio implementation by Max Peace. I'm guessing it was really fun to put in those crazy distortion hits when landing on certain things. There are a few sounds that are a bit loud like the eggs (and the distortion hits) and I thought you'd be able to find the coocooing bird that is on beat with the song and was disappointed that wasn't a feature.
Looks like we both got burnt using middleware for web builds (I used Wwise). But it sounds great on the Windows build. The controls are pretty fun although they have a weird tendency to switch up the direction due to some camera error. And I could get a feel for it but I'm not sure exactly what the limitations on flight are. Solid work!
Cool theming and pretty nice score/sounds. The gameplay is a little bit strange and I'm not sure I totally understand it. On my second round I perfectly balanced 0 favor from any gods (canceled out and played neutral cards) and I also covered all the resources but I still failed. It really needs a tutorial.
I think you have a neat idea for an aesthetic but I'm not sure what you're going for beyond that. I think making the gameplay clicking means that the other parts of the game really have to shine to keep it interesting and the other parts need some tuning. I haven't played many clickers but I haven't seen many where you just click to kill things so that's a more fun concept to me but it still became pretty trivial within the first wave.
The art by nerbos and sound by iboog123 is great. Great job on the storm. I think I hear wet footsteps too, nice touch. Idk if the laugh is credited to someone but that is really good too.
The gameplay doesn't seem to have much to do besides wander around shooting some goombas tho. The upgrades are cool and I like the system but it seems really random when you can get them and they don't effect how the shooting works too much. If the combat and goals get fleshed out, this game is one of the best of the jam.
Great art and neat concept. I like gathering things and gathering members of the party. I feel like it is a bit wonky on the balance end for the combat. I think making it so you can see a bit further out and improving the navigation would help with the feel of the game. The vibe is already cool and it could be really good making things feel more natural.
Really cool design on the character and backgrounds. I really enjoyed the pre-boss fight vibe. The calm/storm dynamic is a bit off since the practice character is not much easier than the wizard. The gameplay is interesting but could use some more pizazz. You could make it basically Cuphead with autoshooting and a similar "opening" for more powerful attacks. The jump seems like it's just there as a byproduct of starting as a sidescroller. The music is pretty good, nice job having multiple tracks in there.
That is a loud motor lol. This ice cream man is packing heat. I'm not sure exactly what is mean to happen when you hit people with the ice cream bomb but they seem to just stay the same or get bounced out of the way. I think the concept of people swarming the ice cream truck would've made more sense if you drove by with the music and they aggro'd towards you and then you have to fend everyone off with ice cream.
I think making it clearer that you click to highlight and then click again to interact would've been good since I was dumby trying to drag everything over wondering why it wasn't working. I am glad you have a walkthrough video. I had a glitch that stopped me from playing where I handed over the watermelon and nothing happened. Really great drawings and good choices on the sfx even if they aren't original.