I'd overestimated what I could do for my game and had to change the idea almost at the last minute.
I'm guilty of forgetting stuff I've learnt too and end up having to go online just to remind myself of things.
Thank you Lehtzgoe.
I was planning to add an instructions screen as a lack of in-game instructions was a critique for my previous game, but I burnt out at the end and just wanted to have the game uploaded in time. I figured the game would be easy to understand since it was only using the mouse and I didn't have time to get somebody to playtest it unfortunately.
I can see what you meant about the development for this being a disaster.
The game is really short and feels like a test/prototype, there's even a debug console that opens with the game.
The basics are there for a decent text adventure, but there needs to be a lot more content and polish.
Using the examine command causes the game to crash when trying to examine certain things and the way the game ends is very abrupt and doesn't indicate very well that the game is over (I can still type commands after "dying").
There needs to be a text file with the game detailing the commands as it's not obvious what commands will work without looking at the game page and associating what the page says with a particular command to type.
I can't really gauge how well the engine's been used without seeing other games using it for comparison but I believe a lot better can potentially be done (assuming there's not major problems in the engine).
The ability to pick platform types when you die definitely adds an interesting puzzle element to Digress.
The art is quite reasonable with the palette limitation and the animation is decent.
Movement feels a bit sluggish and the jump a tad heavy but it's fine for the most part.
There's a slight physics issue where you seem to stick to walls and such but it's bearable and doesn't ruin the game.
The music is nice and the sound effects are good, though I think there could be a sound effect for jumping.
The main menu works fine although highlighted options don't stand out enough and there's some spelling/grammar errors like "Bubbles" being spelt as "Bubles" (assuming that isn't intentional) as well as the mouse cursor showing in normal gameplay and not just in the menus.
Generally quite well done, Digress mainly just needs more mechanics/puzzle elements and more content and overall polish.
An interesting take on the jam theme, using the bodies of some of your previous lives to hold down switches.
However, the overall quality of the game is very lacking.
It feels very stock Unreal Engine, the performance is bad, there's noticeable screen tearing and what seems to be bad TAA ghosting.
The mouse cursor seems to disappear in the game menus and the credits screen is empty.
The lighting strobes which is visually irritating and will likely be bad for people who suffer epilepsy and it somewhat confuses the lighting that's used to connect puzzle elements to switches.
The platforming is awkward and can be trial and error for making jumps while movement can be a bit stiff which makes positioning for jumps trickier.
It makes my finger sore having to hold the E key to carry stuff, especially when trying to platform while carrying something.
There's no sound effects and only a single short music track that repeats which gets annoying after a minute.
The file size for Nine Lives is big too at nearly 700 MB compared to some of the other jam games that come under 100 MB and less, which is not good considering the lack of content.
Nine Lives is better than some of the other jam titles and actually tries with an interesting puzzle take, but could be much, much better than it is and ultimately suffers from death by 1000 cuts.
Pretty good.
The gameplay loop works well and the use of dead enemies as a staircase to reach the top is a good use of the jam theme, though simple.
The upgrade shop for increasing your health and weapons is a nice addition and also ties into the theme as each time you die you have to upgrade yourself to get further.
CFH needs some instructions on how to play as I had to guess I moved with WASD at the start.
The controls and physics work well enough, although sometimes I seemed to get blocked or was failing to jump when trying to jump up the dead enemy platforms causing me to fall down.
The pistol and shotgun can get tiring to use, especially since the demons become more bullet sponge-y as the game goes on meaning you have to click far more often with those guns which tires your finger out and it's worse when the screen is filling up with bullet sponges.
There should also be some indication of how far you're climbing as I didn't know I was near the end until I reached it.
The art is suitable although somewhat amateur and the sound effects are pretty good.
Generally the game is enjoyable, although it can definitely be improved with better art, some music, different enemy types and more upgrade/weapon options as well as making it so you don't have to click constantly for some of the guns to be more effective.
A pretty interesting gameplay twist for a puzzle platformer.
The art is quite well done and the music and sound effects are good.
Animation is decent enough.
The physics and control is reasonable enough although it could do with some fine tuning, collisions can make navigating enclosed areas awkward and the game could do with some coyote time to jump when you walk off a platform.
The use of the arrow keys make it awkward to position my fingers properly to jump, duck and move left/right at the same time so changing the jump key could help with that.
It was a bit awkward up front using the main menu as it took some guessing to figure out you had to press Enter to use the selected option. The selected option colour also doesn't stand apart enough from the unselected options.
The mechanics are quite simple once you grasp them but it's difficult to see how it ties into the jam theme as needing to fall into spike pits to gain some cards feels tacked on to meet the theme.
It's also a bit odd why the game is in a portrait aspect instead of landscape in line with widescreen displays.
Puff is pretty decent as is and could definitely be expanded with some more ideas/mechanics, content and polish.
Thanks for trying my game Aver!
I agree about it being repetitive, I would have had a couple more hazards than just pits but I doubt I would have been able to do the art/animation and code for them in time (as well as the additional sound effects).
The game could probably be expanded with enemies to avoid/kill, more hazards and power ups (like adding seconds back to the timer) as well as a rank system or scoreboard or something to make it more interesting and replayable.
Pretty fun game.
The controls felt a bit sluggish at first but once I got used to them the gameplay flowed well. The controls got somewhat better as I upgraded the abilities.
The aesthetic design is pretty nice, although some of the geometry looks quite basic and I noticed lag in the area you select your abilities, though the performance is fine when running across the chess boards and shooting the pieces.
Animations are decent.
The attempt at following the colour and genre limitation is interesting, although I don't feel the game does much with the jam theme.
The music selection is good and the game has sound effects unlike some of the others I've rated (and they're decent too!)
There's a few grammar mistakes but that can be fixed easily.
Alice definitely shows potential to be a good platforming/parkour FPS with more development time, content and polish. Looking forward to seeing how this game progresses!
Pretty good mechanics that fit the jam theme well!
However, I find the movement and jumping physics to be slippery and a little floaty which can make jumps uncomfortable.
There's also collision bugs, especially with the trails which cause me to get stuck at the respawn and unable to move, forcing me to restart the level. This bug has made level 7 unbeatable and levels 6 and 8 painful to beat.
The aesthetics are reasonable although a bit inconsistent and the music is pretty good, shame about the lack of sound effects though.
I like the mechanics where you control the respawn and create trails to use as platforms that depend on death to take advantage of, wouldn't mind seeing some more puzzle elements though.
With more polishing, bug fixes and some more content, Die Guy could be a pretty good puzzle platformer.
Really nice game.
The pixel art is pretty good and follows the colour limitation well, animations are reasonable though they could probably be a little better.
The spikes are a bit tricky to see.
I like the ambient music although it seems to cut out before looping and is a bit quiet. The game definitely needs some sound effects though as they seem to be missing.
The rune puzzles obscure the lower part of the UI when playing the game windowed which made me think the game was bugged until I played it in fullscreen.
It's hard to see how the mechanics tie into the jam theme outside of the use of the colour limit.
I enjoyed MushRunes and think with more work, content and polish this could become a good metroidvania.
A decent game.
Shooting is enjoyable enough and the idea of having to let your health tick down as quickly as possible is an interesting spin though simple.
The movement is good although sometimes aiming feels a bit sluggish.
The aesthetic design is pretty basic but it works.
The choice of music is fine as well, wish there were some sound effects when shooting and being shot at though.
If the enemies respawned sometime after being killed, that would be a good way to keep the player on their toes and it could sometimes be tricky to see where enemy shots were coming from (mainly in level 3) as they blend in with the floor.
This is a pretty poor game to be honest.
The movement physics are slippery, jumping is too snappy, there's no logic to how you kill the enemies, the visual/aesthetic design is very basic and there's no animation.
There's no instructions in-game or outside of the game on how to play either; I had to guess you moved with WASD or the Arrow Keys and wasted time hitting random keys assuming there was an attack for killing enemies.
There also isn't any attempt to try a distinct mechanic based on the theme.
The menus and the audio are the best things about the game and those are still basic.
You can do better than this.
Pretty good game, I like the puzzle element where you control and utilise the dead versions of yourself to progress.
I found the movement physics to be floaty though and the acceleration when moving left and right feels too strong.
The physics on the minions also makes it awkward when trying to use them as platforms and resulted in some cheap deaths with the spikes.
I also found the audio to be grating to a degree, namely the music and lasers. The music volume could be turned down a tad but it's fine other than that.
This is a good first game effort!
Thank you fisher.
I'm happy to know that my game works on other people's computers and that the possession mechanic is fun. My tester's failed to test an early build of the game due to anti virus false positive problems which even caused me issues when trying to package the final game for Windows. (Thanks for deleting the game executable I'd just packaged Windows Defender)
Yes, the game definitely needed some onscreen instructions which I should have implemented before submitting, even just a hastily made instruction screen before the core game started.
If you get a problem with your AV identifying the game executable as a Trojan, know that the executable is safe.
It's written in Python and packaged using Pyinstaller and AV's don't seem to like it.
If you run into problems, white list the game or temporarily disable your AV.
Until AV developers update their definitions nothing else can be done.
*There should be a Linux build in the next couple of weeks along with the Source Code under a FOSS license.
*EDIT: Accounting for Jam rating period.