No matter how late, it makes me happy to see people playing my games :)
Although the project is kinda done and dusted at this stage, all this feedback does help when designing future games, so thanks!
I like the idea of the game! The music fits that mischievous vibe, and it adds to the chaos how we play as someone who appears to be butt naked xD. The art was a little inconsistent but mostly good. Gameplay was fun, although a little confusing at times (I spent a while at the start wandering around the village not really knowing where to go). It was fun how the chickens erupted into mayhem, but once they reproduced I knew I was cooked. Nice job, great submission!
Thank you for the feedback and playing my game. I did everything for the game, bar a few sounds I got from freesound.org, and I'm still in the learning phase of art and 3D modelling, but it was fun to design all the characters nonetheless. For the decision trees I made my own system, mainly a lot of spaghetti code, but it works haha, so I'm quite happy.
Some other people have said the same thing about the text boxes, with the rotation being too fast and not having enough time to read the text after skipping, so these are definitely things I'm gonna work on to improve. I'm glad you enjoyed the phone tutorial, it turned out being one of my favourite things to add, as I usually hate doing tutorials.
And for the last point, to be honest I just got kind of lazy towards the end of the jam. Instead of writing a function that would've reset all the variables (which probably would've taken only a few minutes to code), I opted out of adding a restart button. This is something else I want to add in the future aswell though.
Thanks for the lengthy review, I'm glad you enjoyed the game!
Wow, it’s awesome you put so much thought into the theme and atmosphere of the whole game. That pottery is very cool by the way.
I’m looking forward to where you take the game in the future with all these ideas, I especially like what you were saying about taking a more natural approach instead of using spikes and such.
Now, it’s kind of hard for me to put into words, but I think my problem with the double jump could’ve been from how it scaled with the player. As the player gets bigger and they can jump higher, the double jump stays at the same height, and when you can jump very high, it feels a little frustrating to only have a tiny “bump” in the air.
And no problem, I love giving detailed feedback for games I enjoyed as I really do want to see them improved. Best of luck with your future projects!
I really liked this game! The artstyle is calm, and the music matches it perfectly. The use of the theme is very clever here, and I would like to see more done with this game in the future! But my one complaint with the game is the double jump. It feels very inconsistent, and did lead to some frustration on my end at the last level. But putting that aside, this game is extremely well done for a game jam. Nice job!
I really liked this game! Had a very fun gameplay loop, and the progression of the words and such was very well balanced! My only complaint would be the coffee should restore more energy, as towards the end I didn't really bother putting it on too much as it wasn't that helpful, but I still really enjoyed this game! The art, the sounds, the story, all of it is great! And the typing minigame was super cool. Maybe in the future, if you update the game, you could make it so that certain words carry certain consequences with them if you don't delete them in time, for a bit of extra stress on the player lol.
Really good job :D
The spell mechanic in this game embodies the theme of the jam super strongly, so well done with that! I also found the spells to be a lot of fun in general, especially the wind one. I feel like the game punishes you a bit too harshly towards the end, as you don't regain lives, and if you make it really far you start right at the beginning. There were also some small glitches with the sounds where they would just keep playing even after I died and respawned, leading to some very loud consequences haha. Overall solid game, well done!
The visual style is awesome. I love the cutscene at the start, the sound design is great, and the narration is just amazing aswell.
My feedback for the game:
- Some volume controls would be nice, as the volume is a bit too loud for my liking.
- Like others have said, the enemies are very punishing, and because it's hard to gauge your abilities range, it makes combat frustrating. A visual indicator, maybe increasing the range a bit, giving the player more health, or some other small tweaks could definitely fix this though.
Overall it's a solid game, and the presentation is very well done. I remember seeing your posts in the discord throughout the jam, and I'm glad I was able to play this game. Nice job!
I like the overall aesthetic of the game, the 3D graphics are very good. When I first booted it up, the splash screen sound was quite loud and gave me a jumpscare, not sure if that's intended or not lol. I liked the gameplay loop, though it was a bit slow at times, and it was kinda hard to see zombies behind the boarded up windows so I just let them come in to shoot them. Death minigame was cool. It's a good submission but I feel like it can definitely use a bit of extra polish to really help it shine! Well done. :)
Thanks for playing my game, I’m glad you think it’s a good contender for the theme. I did take some inspiration those types of games, also one called Sort the Court, but I think it turned into something more unique which I’m pretty happy about.
The game running out of its charm after a few days due to the lack of variety is something I really want to improve. Initially, I wanted to throw in way more NPCs than there currently are in the game, but just didn’t have the time. And it doesn’t really have an end, I wanted to leave that up to the player to decide when they want to call it, but some end game content would work nicely.
I’m still transitioning from my art sucking to it being considered decent, so it’s a bit strange to hear people like it, but I appreciate everything you said about it! The 3D UI was something I felt would fit really well with the style of the game, so like 30% of development just went to that. And the sleep screen is definitely something I want to improve if I update the game in the future, maybe. I’ll even make it 3D.
And thanks for all the feedback! I might add a toggle to enable box swaying, or even just reduce it so it’s more readable in the future.
I wasn’t actually that aware of the Y / N keys being a bit difficult to navigate, but that’s why you’re also able to click them physically on the screen. However I should probably make that more clear to the player, as the tutorial brushes over that functionality a bit.
Finally, about the NPCs, thank you for bringing this stylistic issue to light! Due to me taking inspiration from the more medieval games like this, I kinda defaulted to using some of their characters as well, but you’re completely right that some of them don’t fit! I need to make the game more my “own” thing, and build some characters that fit in better haha. I really like the suggestions you left for reskinning them, so thanks for that!
And of course, thank you so much for the detailed feedback. I really appreciate it! :D
I love how varied and unique the designs are! Really great work :)
And I get what you mean about the coding lol, you should see what I start naming my functions and variables when I’ve been doing something for so long and just want it done.
But yeah, the game was pretty fun until swordfish knight, but then she just obliterated me 3 times in a row, couldn’t figure out how to get past her.
Short and sweet, I think this game strikes a great chord when it comes to this theme! I completely relate to your story of having to scrap something and moving onto a different project, as I wasted a solid 3 days on my initial idea.
If I had any feedback for the game, (and I'm really stretching here lol), the spaceship movement is a bit hard to get used to, maybe some slightly tweaked controls would make it feel a bit better.
Still, coming up with such a cool concept in 2 days with clean graphics, sounds, and music is just incredible. Take my vote for winning this jam!
Alright, I just want to start off by saying I'm a huge SCP fan, so this game immediately gets bonus points there lol.
The computer is very cool, and I love the typing mechanic and how it functions. However the mouse camera controls outside of the computer were a little janky, some smoothing there would be nicer. I really like the writing style, I can tell a lot of work went into developing the story and the different choices, and it reads quite similarly to an official SCP story you'd find on the wiki or something, which is very cool aswell.
Now, I feel like as an SCP game, or even just a general anomalous horror game, this game works very well. But, for a game jam, I feel like there needs to be a lot more showing what's happening than just telling the player what's happening. In my opinion, (and everything I say here is just my opinion, so you can take it with a grain of salt), I think a game jam game needs to be more fast paced, and less of a slow burner like this one. For this reason I couldn't sit through the gameplay for too long, as there wasn't much captivating me apart from just the story, but I think the main focus of a game jam game should be the actual gameplay.
However, putting this all aside, like I said, this game is such a cool concept and well executed for an SCP type game.
I hope you put out some more games like this in the future, though for any games in general, a bit more showing what's happening rather than just text explaining it would be quite nice. Great work overall though, it seems like a lot of effort was put into this, which is a huge accomplishment! Keep it up :)
For a first game it's an amazing attempt, I really think it's pretty cool. Having cool ideas but failing to implement is something every game dev goes through atleast once (or a few times in my case), so it's completely understandable there haha. Programming can be quite a toughy to figure out if you haven't made too many games before.
And I totally think you should try going for your own style in your next game! I know it seems like a lot of work, but in my opinion a game with crappy but consistent art is better than something that looks inconsistent. I remember when I first started out, I couldn't do any art or 3d modelling, and I didn't want to because I knew it would look bad. But now I'm at the stage where everything I make is starting to turn out "alright", which is such an amazing feeling!
Everyone's first few games are not what they expected, so don't get demotivated. As a wise person once said "your first 10 games will suck, so try and get them done as fast as you can." Just keep making games and you'll see just how much you improve!
However, everything I say in this comment and my original comment are all just my opinion, so feel free to take them however you want. Best of luck in any future projects :)
It was a pleasure to experience haha. Also I've played a lot of vampire survivors, so I completely get why towards the end of the game it loses the initial difficulty. I kind of picked up some things about the theme from the AI, and in all fairness I feel like with this theme it's kind of hard to implement it in the gameplay, so it's very understandable how it carries through in the story. And yeah, I feel like the art and atmosphere within this game are awesome, I can tell you put a good amount of work into them, and it really turned out well.
Yo, I'm glad you got the issue fixed and the game is working! I played until the end and it was pretty fun. I like how the bone bank works, and if I had a complaint it's that I wish there was more content in the game, which I suppose is more of a compliment when it comes to game jams haha. Some small polish here and there like a slightly more detailed main menu and volume sliders would have definitely made the whole thing come together as a more finished experience, but it's quite fine as it stands. I like the 3D art, definitely brings it to life.
Great work!
Thank you for checking out my game and the helpful review! I personally love the 2D/3D fusion artstyle but never had the confidence to go for it until recently. In the future if I update the game, I'll certainly keep in mind to add in a slider for the speech bubble rotation effect. Thank you for the constructive advice about it :)
I really like the atmosphere of this game! I thought that intro cutscene was awesome, and the art is super cool. So much can be done with this awesome world and concept in the future, great work there! I liked the game but towards the end it just turned into hold spacebar and stand still simulator, and the waves started to become a bit of a slog to get through. Also, I didn't really seem how the theme was implemented at all, but that might just be on me for being a bit oblivious to these things sometimes. But, putting those aside, I found the upgrade card screen was very cool, and I loved the detail of each ability being a different colour. The sound design was also great. Awesome work!
I quite liked this game! It's got a nice charm to it that draws you in, and although there isn't too much to the gameplay, it's very chill and relaxed just walking around and eating fruit. I did get a small glitch though, where when the character said "It's Summer already?" (or something along those lines), the text came up in a different language than English. Other than that it's a polished, concise experience. Great work!
Thanks for checking my game out and leaving a review! I'm glad you liked the small details with the office and the artstyle in general, I'm especially proud of the UI! And thanks for the feedback on the text skip, I thought it wasn't really that much of an issue in my playtesting, but I guess it would help to have it anyways. My initial plan was to add enough NPCs so that the player hopefully wouldn't get the same choices over and over, but I didn't have enough time to get nearly as many as I wanted, so I'm afraid as it is the gameplay does get stale after a little while.
Still, I appreciate you taking the time to play it and leave some feedback :)
Cool, short and sweet game! I only managed to get to world 3, and after a few attempts I gave up because it was just a bit too hard, but that's probably because I suck at platformers lol. Something you could have done to make the controls feel a little better was adding coyote time or jump buffering, so maybe those could be additions to your next platformer!
The art was simplistic and nice, and the game had a neat premise. I think I found a shortcut in world 2 to skip to the next stage just at the start which was pretty funny. I like how the game implements the theme, as the player kind of has to balance killing or not killing the enemies that frustrate them so.
Nice work.
Ah, that's my bad. I replayed and got to winter, and I change my mind lol, definitely some unintended consequences there! I just initially thought it would be the same gameplay loop throughout the seasons, but I should have been more patient. I love what it turns into at the end, but don't want to spoil it for others. Maybe put a little incentive like "make it to winter" as the goal of the game or something though just in case other players have the same thoughts as me. Overall it was a chill experience :)
Haha yeah, 500 people was like the soft limit on beating the game, but I decided to let people play forever in case they wanted to lol. The businessman can definitely have some bad timing, but I'd like to give him more of a storyline in the future. And yeah, I wanted to make the gigachad act like a true gigachad, which I think I got kinda close to. Thanks for playing my game and the nice review!