Very sad and scary. So good job!
Meehaww
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Thanks for playing. It was really fun to see you play. As I was the only play tester, I guess some puzzles are much harder than I expected. That's why when you press ESC you can choose to skip a level.
Btw. In the level you got stuck on you have to push the top skull to the right, then jump down to the space right next to the exit and then drop the skull from the top, so it activates the button
I guess the cursor stays in the square where you started the swap instead of the one you finished at even though it doesn't look like it, which is a bit confusing. Also it is not clearly visible if you are holding a piece at the moment or no. The background is a bit overwhelming, but maybe you could make it start slow and make it go faster as you score. There is no way to lose now, so it could use a timer that also speeds up as you go.
Anyways I could see it as a gameboy time killer. I also like the art style
The game looks great, and has a nice story. The only complaint I have is that the hitboxes are pretty unfair to the player. There is very little space between seeing a ghost and being killed by one. So when you are playing it for the first time, there is pretty much no way to avoid them. I would either make the hitbox the size of the player sprite, or make the ghosts visible in the shadows. That way there is a way of avoiding them without constantly dying.
At first it seems whatever, but after introducing more and more mechanics it gets really interesting. I like the fact, that it is really easy to kill enemies, but it becomes challenging when you can't kill them because you would lose the ability thet you need.
In the end it is a really nice game, especially for a game jam.
PS. I got stuck in the beginning at the moment where you have to bounce the lamp from the wall for it to trigger a lever in a pit. I didn't realize that you can do that. Maybe if the lamp bounced a little even when thrown straight, it would be more intuitive
I mean... it is ok. I don't think there is anything new here. I don't think making the player grow when getting hit is a good idea, because it makes it even easier to get hit. So once there is too many bullets for you to block, you get hit once, you start growing and from there it's pretty much over
The idea sounds fun. But there is a lot of "buts".
Controls: Why not just make LMB spell 1 and RMB spell 2, I was all the time making this mistake, as it feels so intuitive that way.
Movement: The player has too little friction, so it feels like walking on ice. There is almost no control when in the air, which makes any kind of precise jumping nearly impossible.
Spells: It is a really interesting idea, but at the moment I don't even see the difference between scaling up and scaling down (except when doing it to a platform). I was thinking there will be different kinds of enemies, ones that are easier to scale up, easier to scale down. Also making it so you could jump on the enemies would add a lot of depth. For example: you could scale an enemy up to jump on it and use it as a platform. And the bigger it is, the higher you bounce on it.
Level: I came to the moment where you are high and there are two enemies, I didn't know what to do from there. Is it the end? I tried a couple of directions, but because the controls are so annoying, and when you die, you start from the beginning, I just gave up.
It's an interesting idea, but at this moment it is not fun to play. The ground detection doesn't work very good. That combined with how the scaling locks to one direction makes it really annoying to use.
That beings said, when you get the feeling of it and you have to run in a straight line, it is pretty satisfying. I would try to make the scaling not limited to cardinal directions. Use something different for the player, because a snake is a pretty one dimensional animal, so you can't play to much with it's scale. Also I think it could be beneficial to even give up the extra dimension to make it 2D, so that the player can control the scaling more precisely.
I think the game has potential. Unfortunately it wasn't explored too much. The building is free and there is no rules concerning it. So the best strategy is to randomly build as much as you can.
It would be interesting to introduce some resource that allows you to build. Then you would have to think where you want to put your platforms. Additionally you could create some mechanics that encourage you to build in a certain way. For example: power ups spawning on a map and you have to build a bridge to get to them. Or maybe the more resources you are hoarding, the stronger your gun is; so you can choose between building more and making it easier to dodge or build less and make it easier to kill things.
But I understand it's a jam game, so it's hard to even complete a game in that time. Anyway it's something to consider for the future
It's a very nice game. It is small, but feels complete. At first I didn't like the skating, because I thought it doesn't fit in the game, but later I enjoyed it. So I guess the only thing I would change is to make any moving objects reset to their starting position once you die. I think it would make figuring out the timing easier.
That's a really clever mechanic. I would just make the notes change automatically, so that the player just needs to press one button (because there is no real need to do otherwise now), the melody could also change depending on the enemy you are fighting. I would also think of different things that the note lengths would do, because I found myself just using quarter and eighth notes. Maybe playing specific notes in sequence could trigger some kind of combo.
From technical aspects, in the tutorial, you start playing notes right after the dialog. So I messed it up a lot, because I wanted to skip the dialog and then start playing notes, but I kept playing an eight note at the start and failing. Also I would use a more pleasant sound for the notes, because it got really annoying for me after just a couple minutes of playing
It's a nice little jam game. It looks good, and the voiceover adds a lot.
There is only one thing I noticed. You make all the people quit, but one of them should be your owner. So I guess you don't want them to leave. Maybe there could be the owner that you needed to avoid, so they don't pick you up and pet you
I think that you should emphasize more that time stops when you aren't moving. I haven't noticed it until stage 3. I thought just mana didn't recover while standing still. I guess it's natural to try and keep moving or attacking while there are enemies on the screen, so I didn't have a chance to see it working.
I'm not the biggest fan of melee and magic attacks using the same resource. I would even reverse it, so that melee attacks (or kills) recover mana and magic attacks use it up. So that you have to balance between using the two.
Also I think you give the player too many items. I had to choose like 3 items before I even knew what exactly was I doing. I think even one, but stronger item per stage would be enough
It looks really good.
I don't understand why I need to hold LMB to climb (if it was easier to make it like this, I understand. But if it was a choice, I think its unnecesary). Also my first idea when finding the snake was to climb it and try to ride it (as you can hold to it's fur), and I think that would be really cool if it was possible. Unfortunately there is not much of gameplay. I could see some puzzles with positioning the snake or using it as a platform, but it was just a walking simulator with buttons.
Also at some point the snake decided it would not lower it's head which made it impossible for him to fit in the door, so I couldn't finish the game.
That being said I think it's possible to make some really interesting puzzles in this concept and that could make for a really good game
It's a cool concept. I like that you can throw the cat through obstacles to get through them.
That being said. The controls are a bit confusing to me. There are too many buttons, and I was often pressing the wrong ones (and it's not natural for me that you can't jump with either up arrow or spacebar). Also it's not clear to me when I could throw the cat and when I couldn't (I guess the player emits some particles when you can) but just a simple UI icon of a cat would go a long way.
Unfortunatly the camera is bugging in some areas and at some point it was doing it so much that I was unable to finish the game (but that's a given in game jam games I guess)
It's a cool concept. I would push it more by allowing the player to attack the enemies by throwing stuff at them.
From technical aspects, I think there is some delay between the enemy dying and their hitbox disappearing, I was hit by enemies who died already. I would also reduce horizontal parallax. And I feel the the checkpoints are not necessary, because I gave up after dying a couple of times and having to replay the same part again and again