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Gavitronik

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A member registered Aug 19, 2018

Recent community posts

Perspective from game-tester and user-experience designer.

Everything about this game just worked for me. It was all intuitive and had some well-designed puzzles and progression, excellent submission! Definitely fit the theme of the game jam.

Perspective from game tester and user-experience designer.

Nice little game, great execution of the concept. Felt like the levels taught me how to play the game as I progressed and what I think was the final level was satisfying to complete as a result. Good use of color to convey what things did, overall just a solid execution of the premise which definitely aligned with the theme of the game jam "Death is an opportunity."

Perspective from game-tester and user experience designer.

Overall love what you did with this game, instantly reminds me of Unpacking. Would love to see a more fleshed out version with more mini-games and a bigger environment so you learn more about the character and their regrets or unfulfilled ambitions. I don't see exactly how this fits the theme of "Death is an opportunity" unless it's just that the limited time left in the character's life inspired them to make the most of what they had.

The isometric art-style definitely contributed to the cozy vibes, felt like I was playing around in a little diorama,

Perspective from game-tester and user-experience designer.

Game definitely fits the theme of the game jam and the menu and layout feels like it belongs in the world of the game as well, nice job there. The only bug I encountered was that it seemed like I could pass through the door even when it was shut due to me not having the upgrade. Very short, but promising concept.

Perspective from game tester and user-experience designer.

The most important button seems to be the + button to create more souls, but it's covered by the Full-Screen button so I surprised myself first time I went to click it. Animations surprisingly good, it's fun and satisfying to pop the heads, I don't know what else I should be doing if I have to kill to progress it's like why would I want to save them with food and water or let them die naturally. I got the neutral ending, due to reveling twice and repenting once. Only tried the one time, Would be interested in trying again, especially a future build if you keep iterating on this game.

Ayy this game seems promising, but I can't play it whilst simultaneously streaming from the same computer for some reason. I blame myself or my computer's lack of vram in a 3090 RTX. Hopefully, I can play off-stream sometime soon.

Ayy this game seems promising, but I can't play it whilst simultaneously streaming from the same computer for some reason. I blame myself or my computer's lack of vram in a 3090 RTX. Hopefully, I can play off-stream sometime soon.

Ayy this game seems promising, but I can't play it whilst simultaneously streaming from the same computer for some reason. I blame myself or my computer's lack of vram in a 3090 RTX. Hopefully, I can play off-stream sometime soon.

Ayy this game seems promising, but I can't play it whilst simultaneously streaming from the same computer for some reason. I blame myself or my computer's lack of vram in a 3090 RTX. Hopefully, I can play off-stream sometime soon.

Perspective from game-tester and user-experience designer.

I love score-chaser shooters like Writhe on the Nintendo Switch or Devil Daggers on Steam, so this was really fun to play. Nailed the speed and fluidity of motion, didn't seem necessary to keep upgrading my speed past a certain point though and I didn't see any benefit to upgrading my jump height at least in this current build of the game. However, I could've played this for a lot longer and still had a lot of fun. The Wave information appears over your upgrade menu and makes it hard to see what I'm clicking or what the effect is, and one time the red haze from being damaged persisted over my view for the rest of a run. Highest wave was Wave 6, and I only played for about 20-30 minutes tops, I don't know if new enemies would pop up later or if there was a win-state.. Aside from the skeletons being present, I don't know how this fit the theme "Death is an opportunity."

Thanks for popping into my stream on Tuesday, sorry we didn't play it while you were around. This was a lot of fun and I'd love to see a more fleshed out score-chaser from you in the future, if this is what you were able to do in a short time-span.

Perspective comes from game tester and user-experience designer.

The story is inherently compelling, I think everyone wants to believe when they die they will have a second chance or some other sort of spiritual experience. Encountered a few soft-lock inducing moments in the gameplay, it's possible to accidentally throw your key item or item needed for progression beyond the area you need it to traverse, making so you have to restart to progress. Otherwise, always impressive to me that people are able to produce working games on such a short turnaround. I recommend if you want to make platformers in the future, maybe check a Udemy course about making tile-based platformers in Game-Maker or Unity. The jump mechanic in this felt pretty floaty, and ultimately not what the game felt like it was about, which was about retrieving story items and using them as keys like a point-and-click adventure game. Thank you for suggesting I play it.

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Perspective comes from game-tester and user-experience designer.

Really cool to see a turn-based RPG in a game jam game. Really impressive to see so many systems implemented in a short-turnaround, I only played for 30 minutes but I wanna return to it and see more. Loved the character design of Mr. Purplebottom. Didn't encounter any bugs except when I tried to go full-screen, it started blinking black until I went back to windowed mode. 

It was hard to tell where to go, what I could do, and I struggled a bit with seemingly the main battle command of Thunderball? Now I know the struggles with Thunderball came from a timer that I didn't know existed and couldn't see, only other issue was not knowing the timing of when to use the guard button. Otherwise, this seems really cool and really promising, and I'll love to see it fleshed out.

Perspective from a game-tester and user-experience designer.

Pleasant game, my favorite aspect was the soundtrack. The dialog was also well-written and made it about the theme of the GameJam. When clicking through, not immediately clear what was clickable, definitely didn't know that I needed to grab things in a specific order. Missed when I picked some things up even; however, this could be because I had my attention divided while streaming. Overall it was a pleasant little point-and-click system and I miss those types of games,

Live NOW with these games, in this order:

  • Midnight Lost and Found
  • Mr. Purplebottom's Nine Lives
  • Oddity
  • Orkforce Reduction
  • Phantom Recollection
  • Reap & Sow
  • Tomb of the Passage
  • Until Then

https://m.twitch.tv/gavitrongaming/home?tt_content=channel&tt_medium=mobile_web_...

Perspective from a game-tester and user-experience designer. 

Also, I'm super sleepy and not going as in-depth as I did in other reviews here.

This game has a lot of visual flair and it's really impressive to see a cutscene in a game jam game. However, for some reason, the game wouldn't display on stream properly until after I got to the main gameplay loop of the side-scrolling beat-em up. However, it worked afterwards, and I don't know why. Optimization issues seemed to be present in the 3D games I played tonight, so maybe it's my 3090's lack of v-ram. Game seemed to slow down on the 3rd level with the parallax scrolling as well.

There's a lot of stuff that wasn't readily intuitive the first time I saw it, like the post it note health bar, which was also distracting from the combat because the text was randomized. However, I think that the surreal/absurd aesthetics were the strongest part of the game and I appreciated the overall positivity expressed by the eyeball main character, Sam.

I don't think I was ever told I could block, but I just kinda figured it out. Blocking seemed to be over-powered, things would bounce off me and be easily hit afterwards. However, if I did get hit it seemed really easy to get put in a situation where there was nothing I could do to avoid getting hit again due to a lack of invincibility frames. I also found it weird that if I tried punching in the air, my forward moment would just stop and I'd fall to the ground. The mechanic where you pick an ability after each level reminds me of Hades, which makes me think this could be a good setting for a rogue-lite or rogue-like in the future if the power-ups and levels were a bit randomized. I don't think the additions of the ghosts each time you die made this a compelling exploration of the theme "Death is an opportunity" though.

Perspective from a game tester and user-experience designer.

Really loved the artistic direction. Need a number of experience improvements though.

When going to the setting menu, I couldn't figure out to close it on the opening title screen due to the close button being a semi-transparent unrecognizable symbol (one I haven't seen to represent "close" or "back" before) in the uncommon position of bottom left corner of the screen (the last place the average english-reading person is trained to look). Going full-screen made my cursor disappear and made it nigh-impossible to navigate menus while full-screen. The text changed fonts depending on who was speaking, but was not distinct enough per character to make me immediately recognize who was speaking nor convey anything about their personality the way that say choice of Comic Sans as font for Sans in Undertale helps convey about his personality, which is enhanced by the changing character portrait and sound-effects as text is written on-screen. Definitely recommend name-tags for who's speaking on the main game, but it's even more important when checking the history log in the phone.

After first run through, it appears the game crashes intentionally, but when I pull the game up again my first instinct is to hit "Continue" which actually just resumes from before the end of the first run. You have to hit new game, and it's quite awhile before you experience a difference on the second run. Second run could've started not long before the first dialog choice, like at least have it start in the bar as the conversation with the monster deer implies it will. Maybe have it go back there without the game crashing and having to restart it and select New Game?

Other experience issues are minor about the the phone menu. It's weird to have a button to bring you back to the main menu, and a quit game button right below it-- you only one and it should be the main menu. Both of these buttons are icons depicting the concept of leaving or closing right above the big close button. And the quit game menu, the "yes" option looks disabled, doesn't have an on-hover or on-click animation.

Overall, I was extremely intrigued and willing to power through these issues I described to see everything and test certain assumptions. Great start, would love to see the finished product some day.

Perspective from game tester and user-experience designer.

Found a couple of places where I clipped through the wall and couldn't seem to come back. If it was possible to come back, it was too difficult to figure out due to camera not changing for me to see how to orient my character or was obscured by other objects in game.
Not sure if I finished the game, or if there was a fail state or win state, I got to a screen where it seemed to imply moving forward, but as soon as I did I was quickly shown a screen that said something about figuring out the killer would require meeting the victim and then that screen wouldn't progress or change and the Esc key would only close the game.

Last minor note is that the game title on the opening screen has the same font and color as the menu options "play" and "quit" but neither are navigable via keyboard or have any sort responsiveness such as a "on hover" color change or animation upon click.

Perspective comes from a game tester and user-experience designer.

Excellent execution of the concept, I only wish that I could aim how I throw in some way, but overall this came off well-polished to me for a game-jam game. Particularly liked entering the room with the dog enemy and being able to immediately see how it behaved before I was thrust into a situation where I actually had to deal with it, excellent tutorial through game-design rather than on-screen text. Would love to see more levels and improved art and sound effects if you choose to iterate on this in the future.

Feedback comes from perspective as game tester and user-experience designer.

Only complaint I have is not being able to destroy a block that I've made, have to reset the whole level if I've locked myself in. Great concept, great execution, other notes provided directly to dev on stream. Promising start, looking forward to playing more levels in the future.

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Feedback coming from game-tester and user-experience designer.

Love the hand-drawn digital art, game could use ambient music or sound-effects when not in the mini-game though.

This game feels like it should be entirely on keyboard, but I'm required to use mouse to interact with textboxes and menus. Trying to enter the bathroom from the hallway often results in a glitch where I just respawn in the hall, can't enter bathroom by walking straight up or diagonally up-and-to-the-right-- only diagonally up-and-to-the-left. I found a spot where you can walk through the shower curtain in the bathroom and out of the bounds the of the room, but that's not game-breaking. What is game-breaking is attempting to do the rhythm game with the "Sam" doll in the backyard and failing, then the try again button didn't work and I couldn't just leave the mini-game before or after reaching fail-state. There was no option to pause or leave the mini-game before the fail-state too.

One of the doors doesn't lead anywhere despite having an arrow. I don't know where to go or what to do after completing the first rhythm game in the backyard, or even have a hint of what the narrative is or will be from what I've experienced thus far. Reading comments made before mine, it seems other people found a way to progress without my specific time-constraints.

Another note, this may be an issue with Windows or my particular convoluted streaming set up, but Cadenza wouldn't load up on my primary monitor always the secondary and I had to change my display set up to get it to appear on the screen I stream from at all. Having the ability to put it into windowed mode and drag it to the appropriate monitor would be immensely helpful.

Heads up, tried to stream and play from same computer with a lot of RAM and an 3090 RTX and it caused stream to be choppy.

Perspective coming from game-tester and user-experience designer.

This feels like a project made for learning how to do procedural generated levels, and it turned out great in that regard. However, there's not enough depth to mechanics and its entirely RNG dependent not just in terms of getting an unwinnable map, it feels like there's no way to use terrain to set up enemy encounters to ensure you don't take damage on first engagement with enemies in some circumstances.

If you want to make a couple simple changes to add that depth, check out Lufia II: Rise of the Sinistrals on the SNES they had a system where enemies would only move when you move, but they had different behaviors such as some move two spaces for every one you move or they move one space for every two unless you get in their line of sight and then they charge at a speed of 2 or 3 spaces for every one you move. Lufia 2 also had the ability for you to change the direction you were facing without moving and swing your sword to make enemies move while you were stationary, allowing you to set up first-strike in the RPG turn-based battle system. Just even making it so that enemies move more than one space per move the player-character makes could've made this a much more compelling entry.

Feedback coming from game-tester and user-experience designer.

Thank you for including instructions on how to install and run. Didn't play enough to have much feedback on the story as I immediately hit the soft-lock where you enter the room with Michael and he won't fight anymore.

Thought the Pregnancy status-effect was funny. The rest of what I experienced seems to be stock RPG Maker design, which is extremely rigid and restrictive for developers. For your next project, consider learning something like Game Maker Studio, Godot, or Unity to have more creative freedom over what kind of game you can make. With your sense of humor, I'm sure you could make something very fun. Be sure to have people play-test early and often to avoid creating no-win scenarios for players, particularly hard-locks and soft-locks. Great first project, more than I've ever done myself.

Perspective coming from a game-tester and user-experience designer.

The core gameplay of identifying a killer as a third-person omniscient observer is fun. However, the win / loss state is entirely governed by how many people die before you identify the killer and kill them yourself and there is no "total population counter" that decreases over the course of the game, which is the most important thing so far as I can tell, because it determines whether I lose or not. Instead of in-game tools to help me identify the killer there's seemingly a bunch of superfluous mechanics that I never interacted with such as the Economy and activities that the characters are performing, and I don't see how they help me catch the killer(s).

Slight changes to the UI could also be beneficial. Having the list of characters (once again showing the total population would be nice) also show who is deceased or not would be useful (I don't know why it matters if someone on this list is "hungry" but it would be useful to snap to a dead body.) Making it a side panel rather than a center pop-up that closes when I click on a name would make it easier to snap through each character on the list in order. It's also weird that I can only click on a character from the list in a clickable area around their name when the name appears to be in a gigantic button, most of which is not clickable.

My main feedback is essentially, "[Do] Less, but better."

Howdy y'all, I got all your games download and/or tabbed up and I just went live, we will start going through them in alphabetical order after the first ad break!

https://www.twitch.tv/gavitrongaming

It's on the list! Looking forward to solving the mystery~~

It's on the list! Love point-and-click games, I hope it doesn't pluck my heart strings too hard~~

It's on the list! I do love manga aesthetic, psychological horror, and point-and-click adventures so that sounds dope. Congrats on making a sequel to your first published game, that's huge! Love the name too.

It's on the list! Looking forward to seeing it, it's got some positive comments already.

It's on the list! See you soon, hopefully!

It's on the list! Hope to see you there. :)

It's on the list! Hope to see you on stream tonight.

It's on the list! Looking forward to hoarding and sacrificing!

It's on the list! Hope it's not too heart-wrenching, I'm sensitive.

It's on the list! Congrats on making your first game, that's one helluva accomplishment regardless! Looking forward to playing it, and hope to see you on stream.

It's on the list! Sounds good, I'm looking forward to trying it.

It's on the list! Looking forward to playing the game with the purple cat for sure!

It's on the list! Thanks for replying.

It's on the list! Hope to see you on stream tonight!

It's on the list! Hope to see you on the stream tonight!