There's been a lot of games in this jam that have been puzzle platformers about changing stuff's size, but this one approaches that idea just differently enough. I especially liked the chains, that was very clever. Overall feels a lot like a game that would have done well on the DS.
Philosopher's Stone System
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Really cute and creative, but if there's one thing I think would relieve a lot of the sometimes frustrating trial and error bits could be more clear indicators of which blocks are counterparts to one another, perhaps just marking them with the same symbol or adjusting their colours in-engine the same way, perhaps both.
Possibly having a view into the other room while pushing the blocks would help too, I know that there are surprisingly simple ways to do that in most of the major engines.
The characters are fun and I would like to see more of them. But I have to say the prototype is rough, not because of the art but just the way that the levels aren't built on any sort of grid, it's just one of those things that make puzzle games more difficult to read and especially easy to be misread.
It's clear that there's a lot of care and love put into the idea and the characters, I'd love to see them given the time for them to really come into their own.
You call this a clicker game but it quickly kinda starts feeling more like a really frantic management game, really fun but a bit of a misnomer.
Only main issues are that the UI buttons render behind the TamToys and you can't click on them, and that the screen still zooms when you're scrolling through the store or help menu, clean those bugs up and and you've got yourself a very cute little game here.
Are mousegirl and hammergirl well... y'know? Kidding of course, but I did enjoy their dynamic and had a blast with the game. It did feel a touch slow to me, I think because hit-stop, it did really help sell the impact of the big hits but it happening so frequently breaks up the flow of the game quite a bit .
I've always said that Suika Game was just physics 2048. If that's true, then this is PvP physics 2048 with great art and waifus plus match-three and VS Tetris characteristics. And it's wonderful.
It does feel like a match takes a long time to finish, so it could use some tuning to get it feeling as fast and frantic as matches of VS matches of Tetris or PuyoPuyo can get, but otherwise the visuals and mechanics of the scales raising and tipping closer and closer to the fill line was a very very clever way to bring those games' dynamics to the Suika Game concept. I'd love to see this finished up with the online connectivity you've teased in the start menu and more customization options, I can totally see myself wasting a few hours with friends suika-ing off against one another.
(I also want to note that it seems that all of the game's sounds seem to only be controlled by the master volume slider)
This is a really interesting concept with a ton of potential, and there's a very unique pixel art style, the presentation overall is excellent. However I do think that the execution is rough to say the least. There seem to be a lot of precision platforming elements in what is ostensibly a puzzle game. The physics on the character controller are also not super suited to those precision elements and it feels like those aspects of the game are constantly playing tug of war against each other. It's just way more punishing than it feels like it should be for a game about taking pictures. The finicky frame controls would present much less of an issue with a more forgiving approach to the platforming.
Also the music was incredibly loud.
As an artist I really really liked the idea behind this game, drawing is definitely an unexplored input method for games with lots of potential.
That being said, it's a bit difficult to grasp with all the different colours needing to be used the same amount, perhaps "pens" or "markers" with limited "ink" to use in a level would decrease the learning curve a bit.
Snake is already a well worn premise that plays the changing size of its player characters and you've managed to take those core ideas to the next level here. Paired with the mesmerizing artwork, this absolutely deserves an even closer look and deeper dive into its potential. I am incredibly impressed!
This game really surprised me, It's funny, it's simple, it's really just Simon but it's damn well executed
I do appreciate how being able to memorize the patterns becomes its own incentive without gating the narative, that's really well done.
I am assuming that the peculiar way the input buttons are layed out is meant to invoke a specific motion?
We definitely plan on continuing to work on this!
As for how to make a precision platformer like this in Godot? I know Heartbeast has a series on platformers in general, but at this point I've fiddled with 2d platforming mechanics in one way or another for as long as I can remember so I haven't referenced anything like it in a long time so idk how good it is, but knowing the channel its probably solid. at least three entire days were spent getting Bao's movement to feel the way I wanted them to so, a lot of it is the fine-tuning and Quality of Life stuff like Jump Buffering, Coyote time and corner clipping.
Really sweet little adventure, most of the notes I'd have have already been raised by previous comments, size and scale of the levels being just a bit large etc.
But I do have some some game-feel things that jumped out at me though, the way that movement and every game object is on a grid makes perfect sense for this kind of game, but the smooth seamless movement animation makes it feel like you should be able to move on a diagonal or that things the player and rocks shouldn't be locked to grid positions, this makes it really easy to overshoot when holding down the directional inputs. Just adding a very brief pause between each "step" of movement would solve this handily I think.
All of the objects having their shadows be at different heights makes the perspective a little bit wonky for judging alignment, I know the art is from an asset pack, but it's likely an easy fix?
Simple but surprisingly well conceived and told story, the twist seemed jarring on the first 6-piece run but came together quite nicely with the actual ending.
The crow enemies throughout the level were a nice bit of foreshadowing to the boss fight.
As previous mentioned, the jump height and speed did feel pretty jarring, but I'd also like to draw attention to the camera, its centred position makes it feel like you're never really able to see far ahead enough to anticipate where you're going in a given section of the map, and its perfect lock-on tracking probably exacerbated the issues felt with the jump speed.
Very sweet story, other comments have already said this but the dialogue does take a while to scroll, but that's an easy lesson for the future.
I do wanna say that for the bullet hell segments, a smaller more maneuverable character (at least in terms of relative scale, I wouldn't necessarily change the cat sprite's actual resolution) is typically preferable in the genre, especially since it allows for even bigger and denser enemy fire patterns.