Oh, it's most definitely the fault of my membrane keyboard. And yeah, adjustable torque sounds like a great idea for this type of game.
teodoraaleksic
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First off, excellent presentation. Not just the pixel art, but all the little details. How the camera moves from one building to another between turns, all the overlay effects, etc. Also I think this a great idea for a game. I'm into 4x games in general and would love to see how you could expand on these mechanics.
On the down side, you need a hefty tutorial section. These mechanics are way too complex to just throw the player in. I spent most of my time fumbling around. But I guess those are the limitations of a 48h game. Good job!
I fell through the floor, but kept hitting the knight with rocks from bellow the level. My favorite type of bug. :D
I really like the premise. The minions vs. knight scenario reminds me a lot of Overlord, especially with the red, blue, green color coding. You could do a lot with this: add new minion/boss types, add options to control the minions, more environmental interactions, etc. Just polish up the controls a bit (mouse turning speed is really slow at the moment).
Ok, so first off, amazing job creating all these 3D assets for the jam. I also love how you put the level together. I can see you really thought about how the player would traverse the environment. I also appreciate the little "secrets", like the storage room accessible via the vent.
However what really pulls this game down are the controls. I think you have enough substance in here without the weird inertia based movement. It's really hard for me to get into the mindset of exploring the environment and putting together the meal, when the controls are such a constant roadblock.
Dear lord, this is anxiety inducing. Stop spinning, stick!
Jokes aside, this is one of the best takes I've seen on the theme. Good job! If you're planning to expend the game with more levels, I suggest limiting the first couple of levels to one/two axis only, so the player gets a sense of the controls.
Also, I wonder if this plays differently with a mechanical keyboard. I felt like my laptop keyboard wasn't precise enough for the task at hand.
I have mad respect for any team that decides to record some voice acting. Especially if it's silly like this. The presentation was great right off the bat, especially with those old newspaper covers.
As for the gameplay, I think you're really missing a mini-map. I was flying around at first, not even noticing the wave coming from the right of the screen. Since the map is larger that the field of view, you need some indication where the threats are coming from. Also the movement of the ship needs to be really really precise to enable these pick-up/put-down mechanics, and it's kinda floaty right now.
Oh, oh, and you could maybe even add some sort of dash with a cooldown, to get from one side of the map to the other quicker.
So first off, you nailed the presentation, the backgrounds in particular. I love the whole jungle vibe you've got going on.
From a gameplay perspective, I think there's a fun and addicting loop in here, but right now the game's way too punishing. You mess up once it's back to the beginning again. And on and on like that. The fact that the traps are randomized doesn't even allow me to think about strategy, but you do have to think about strategy if you want to keep progressing.
So the bones of the game are great and the platforming really feels right, but I think something needs to be done about the progression.
I feel completely inept to judge the mechanics, so I'll leave that to someone who actually has rhythm. :D
This is an extremely high-polished game, down to the little details. It's very punishing, but maybe that was the vibe you were going for. For someone who hasn't played Crypt of the Necrodancer or any similar games, it was a bit overwhelming at first. The only thing I could suggest is a more forgiving difficulty curve. You already got the presentation covered. :)
Oh man, the sound effects really do the trick for this one. That egg crunch that gets louder and louder, **chef's kiss**! I like the simplicity, both in term of the mechanics and the presentation. It gets to the point quickly. The challenge is also where I think it should be. I mean, I am throwing an egg around. ;)
Well done!
Ok, I'm officially stupid. I understand Knox's rules on their own, but I don't get the logic of applying them to characters. I mean, they're plot guidelines, not character tropes. Could you spare a cheat sheet for the dim-witted? :D
I think you definitely have to make a full game out of this. These concepts need more time to be properly fleshed out/explained to the player. I grew up to Agatha Christie novels, I would eat that sh*t up.
You think you can get me with the reversed controls! Ha ha, I can just rotate my keyboard!
But to be serious, I think the only thing holding this game back from being fun is the imprecise jump. It's really hard to judge how far inertia will take you, and even harder to fully stop once you've landed on a surface. The reversed controls were the least of my problems.
This has no right to be so addicting. :D
I'm not really a puzzle person, but something about circus music paired with hard challenges makes this such a blast. The levels do get really hard towards the end, but I guess that's the charm of it.
A small suggestion: I wondered if I could cheat the level by putting the grey boxes everywhere. I realized there was a limit to them. Would be good to have a counter for that somewhere in the UI.
Well luckily for you I don't know what subway surfers is, so these game mechanics are completely new to me. :D
It was a bit difficult to figure out how to play the game. I'm still not sure how you're supposed to tackle the W/S obstacles. Do you need to tap the button only once, but time it exactly when the block comes at you? I kept tapping them like a maniac just to make sure. Some visual guidance would have been welcome.
You're probably already aware that the progression is bugged. Sometimes the knight doesn't even arrive and you get fired. Sometimes when you lose, the replay button doesn't work, but the space button is still being displayed, etc.
Besides that... This is amazing! One of our initial game ideas was to have you play as an NPC, but we couldn't figure out how to construct a game like that. This is a such cool way to approach it. It says a lot about the quality of your writing that I kept retrying the game even despite the bugs. I was more tempted to lose on purpose just so I could annoy the knight. :D
P.S. the presentation is flawless, art sound. Well done! I hope you expand it.
You sneaky son of a, dropping the floor right in front of me. :D
I'm amazed that you managed to do this much in 48h. This is an excellent idea that you could really build upon, like more levels and challenges that evolve the mechanic. I also love the presentation. I'm a sucker for pastel color palettes. :)
To nitpick: the controls are a bit wonky and the ragdoll kept occasionally stopping in place for no reason whatsoever.
Wow, this is an insanely good idea. I love the little details you put in: how the camera rotates, how new cards come in, the sound effects... I think this has a lot potential which different cards, scenario, etc.
A couple of things that need to be polished: it's not very clear that you'll be gaining a point when you end a turn. Also reading the cards in the current layout is kinda hard. I mean both the vertical text in the center of the card and the upside down part on your opponent's side (if I'm removing a card from the deck I need to know what I'm losing for the other player).