I love the story and the concept of stealing powers, but I think the execution leaves a little to be desired. It was a lot of fun, but I didn't feel like I wanted any power other than double jump. I liked the huge map though, really felt like I was learning about a new world through exploration!
Monkeys In Distress Studios
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Thanks a lot for playing!
As you can probably guess, the player controller was made early on when I had a lot of time and the others... you know how it goes. I was definitely thinking about the save points issue especially when I was playing your game! I didn't have a realistic idea of the difficulty, and I guess that's the importance of playtesting!
I definitely plan to revisit and address these issues alongside refining the visuals for more consistency and better telegraphing!
I loved this game, but there were a few things that prevented me from finishing it, which I would love to revisit and do. First of all, the atmosphere is amazing. I love your take on absurd size and how you translated that to the world. The weirdness of the world reminded me of my first time playing Morrowind.
Combat was fine at first, but after unlocking the Striking Sigil, it became very easy. The enemy became very easy to pick off from the distance as they would not react to being attacked unless I was close enough. The other issue I had in the Deep was that I kept clipping through the floor as I tried to make my way (which is what prevented me from continuing)
But overall, the game is splendid!
I loved the concept and I think the execution was great for the most part. I loved the destruction and creation aspect you have going on. On the negative, I felt like the level design became a bit bare after I found the ground bomb, and I guess that's kind of the point, but it didn't make progressing very interesting. But using the ground bomb to make my own path was an interesting experience.
I love the setting and the atmosphere. The movement felt a bit unresponsive when I was around the edges of platforms, but I imagine that was intentional. I didn't quite love the way the different textures played together (some were very low poly while others looked pretty high quality) but I think the level design and the atmosphere helps quite a lot.
Let me start with saying what a beautiful game this is. The pixel art is amazing and the character's animations are just so pleasing. I like the whole idea of gathering ingredients and crafting potions (or cooking food, in this case.) The levels were cool too and I enjoyed exploring both of them (unless there were more and I just couldn't figure out how to get to them.)
I wish I got to play what you had envisioned.
I like the premise and art and music, I think the team did a great job bringing those elements together. Overall, it was fun but I did have some issues with a few things. Combat was a bit frustrating because I was never fully sure when the attack was landing (sometimes the enemy would flash green, and other times they would not.) Platforming felt a bit clunky, but I also think that the game has the foundation for a great movement system and it would be great to see an expanded project!
I loved the art style and the overall idea of this prototype. The gameplay was a bit wonky and as mentioned elsewhere, the hitboxes felt weird. But I enjoyed the game and the features here. I couldn't quite figure out how to slide into one of the low areas to get to a box though. Would love to see you working on it after the jam!
This game has been the first project that's more than a mini-game, and as I've been working on it for too long, I want to get it done by the end of this year. This jam is a motivator for me to get things done this week. My goals for this jam:
- Enemy Spawner: The game is supposed to progressively get difficult, but it should start with a relatively less number of enemies. On the other hand, once the player gets power-ups, it can be too easy, so the total number of enemies should also increase when the player is power.
- Power-Up Spawner: Power-Ups are spawned when enemies are destroyed based on probability. As the game progresses and the screen is crowded with enemies, the number of power-ups also increase. Abundant power-ups like Health cuts the tension of the late game. So the probability will decrease as the game progresses.
- Missiles and Shields: The player only has 1 bullet types which can destroy any enemies. I'll implement a missile type which does more damage, but shoots slower. Enemies will be given shields which can only be destroyed by missiles. This will force the player to engage enemies different.
- Volume Controls: Give the player more control over different volume settings (Master, Music and Effects)
- Optional - Background objects: The background is a monotonous sea, and it would be nice if there was variety in objects, such as tiny islands in the distance.
I liked this game. The art is very cute and the gameplay pretty simple. I feel like there was a lot of thought behind the characters and the story, but because of the time, a lot of it couldn't be fleshed out.
As for issues, I absolutely hated a certain section involving a lot of spears and almost it quit made me quit. I just spammed through it until I got to the end and it felt very lackluster.
Aside from that, if I may state a minor nitpick: I love Undertale, but I felt like the references were a bit too frequent.
For a first game, this is very impressive. I'll follow you to see what else you create in the future. Best of luck!
The game is pretty well-made overall. The characters and levels all look fantastic, and the gameplay is responsive. The basic mechanism of hiding and seeking treasure is pretty good and challenges your patience. If I had one complain, it would be that all the levels are kinda samey in terms of gameplay, and I'd love to see an expansion where the level design is as varied as the art. Love it!
I enjoyed the game's premise and most of the game. Poor little mouse! And the experimenter is a very funny guy! Love it! The gameplay was pretty varied, which is great! The camera was restrictive, which was definitely intentional, forcing the player the adapt. I think the controls could use more refinement, but otherwise its very solid!
It's a pretty decent game. I liked that there was an option to shoot using a keyboard button. The tower defense mechanisms and rewards are nice, but I did feel like the enemies had too much health, making them feel like damage sponges, but it's still fun.
There was an audio issue with bullet sounds when enemies got too close as well. Was the audio player a child node of the bullets by any chance?



