Btw the comment says "I would assume it could even be able to develop into a Metroidbrainia Game" meaning it's not a Metroidbrania right now but they think it could be turned into one in the future. Your game isn't a Metroidvania or a Metroidbrania rn
7dragon0
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Nice game! The character design felt inspired by Mind over Magnet. Here are some pieces of feedback: Maybe don't make the narrator so condescending. It feels kind of unnecessary and out of place from the rest of the game. Also, maybe make the R key restart, so I don't have to from using wasd + space to pressing escape, then grabbing my mouse to click the restart button. Finally a small thing is that in the first screenshot you call it a Metroidbrania. It is definitely not a Metroidbrania as you can't go back to previous rooms and there are no upgrades. Rather it is a puzzle platformer.
Also I found a bug with your buffer time implementation; if you press jump twice quickly, you can double jump.
Don't take all of this to mean I didn't like your game lol. I did really like it which is why I spent 15 minutes writing this comment!
I was doing really well, on round 7 or 8, but then when I folded the last pair, it decided to be in the edge of the basket, which meant that I couldn't move it and it killed me. Please make it so that regardless of whether the socks are in the basket or in the pile or anywhere else, they can be folded. Fun other than that though!
Amazing game! By the end I felt like a god! I made sure to get every upgrade so I could annihilate the Count of Down in a matter of seconds. I normally don't like top down shooters, but the gameplay in this one was so fun! I even spent a few days spinning around with the laser gun, max fire rate, and max ammo, which was very fun. Great job!
Nice game! I wish when you ran out of stop time, it would automatically unfreeze you instead of killing you. Also in some levels I found myself waiting for 10 seconds to get the right cycle, so maybe if you could speed up time that would be nice (maybe even pause time and go back, but that's definitely overkill for a jam game)
I think the level design could use some work. Some of the jumps are impossible without coyote time. The point of coyote time is to let the player still make a jump if they pressed it a little too late, not to be the intended solution for really far jumps (unless its a precision platformer ig). Cool mechanic tho!
Really addicting gameplay loop! Two pieces of feedback: When you pick up alot of coins, its really loud because so many sfx are playing at once. I'm not sure exactly how to fix that, but I'm sure there's a way. Also, I feel like it was really hard to control once I got all of the speed upgrades. Those were helpful at the beginning, but later just made it harder.
Some suggestions: Increase the sword's hitbox, because it's pretty hard to hit enemies without being hit by them. Also I can just sit in 1 spot and spam, which somehow kills all the enemies even when 10 swarm on me at oncee, so I would try to figure out a way to make that brainless strategy not be the optimal one
Amazing atmosphere! Really nice art style and I was very disturbed by the end! I played it again collecting only the first sheep, cause I wanted to see if that would give me a different ending but it didn't. Also I tried quitting out, which was fun. Btw this is my favorite game so far! I gave you a perfect rating!
Is there a way to speed up time? As the knight guy, I just sat on the button for 30 seconds so when I switched to the slime his gate would be open. But then his gate closed right after? I think I didn't understand the gameplay, but with a proper tutorial, this concept could be really cool! Also fire game name!
Really cool idea! Unfortunately I don't have an f5 key, so I couldn't restart a level. I do have a fn key, but fn + 5 didn't work. Maybe make restart R? I wish I could've gotten all endings, but that would mean I would have to somehow not drop a single sheep for all levels in a row, which I don't think I can do lol. Loved the story and art!
Nice game, especially since it is your first! I have a few suggestions though: When you shoot, it looks like you ADD a given velocity to the player. This means that if you jump and shoot right after, you get crazy velocity, and if you fall and shoot, you get barely any velocity. Instead you should SET the player's velocity, that way they always get the same speed regardless of how and where they shoot. Second, the fullscreen doesn't scale assets. You can mess around with the Godot project settings: Display -> Window -> Stretch Mode = Canvas Items or Viewport (each have their own advantages and disadvantages). Finally, whenever I shoot, the bullet goes slightly above where I aimed. I'm not sure exactly why, and I would have to see your code to fix it myself, so I'm just letting you know about that.
Again, great job on your first game! Keep creating more!
Edit: If you have any questions on the coding tips above lmk
This art is beautiful! I saw someone in the other comments recommending you to implement a bomb cooldown, which is probably a good idea if you want to turn this into a full game, because the boss was really easy to beat, by just spamming bouncy bombs. But it was fun seeing how chaotic they all were! I just think for a full game, it would get old if every bossfight was cheesable that way. Also, I do think the pacing could use some work; the 2nd, 3rd, and 4th bombs felt like they were all given to me really quickly, but I understand that it's a jam and time is limited. And, I think the amount of stuff you coded into this game makes up for it. Great work!


