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Beard or Die

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A member registered May 28, 2017 · View creator page →

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I might've thrown a bunch of my upgrades away, lol. I escaped, but it took me 1 hour and 23 minutes! I've never played a jam game so long. I loved every second of it. GREAT job.

Bro this got super in depth. that's master level precision platformer stuff you got there. wow wow wow

Can you do a post-jam version that introduces things one at a time, fix some camera jumps, add some audio to attacks and enemy attacks, getting hurt, etc. I'd like to play it and give feedback then.

I couldn't get jump to work except with controller after my first death. Then when the controls became unstable, it's basically not playable with instant death/restart. I do like the color scheme and look. I also played the third version, not sure if that was the right one. Don't know why there's three downloads.

Tried a long time to get it to run at a usable resolution. Installed pygame, tweaked the settings.json and so forth. Couldn't get it going properly. Sorry, I tried.

Could be one of those that would work if upon death you get a powerup to choose out of three. I know that's been overdone, but... idk it might work so you don't have to start 100% over every time. Increase health, increase chance of getting the slash power, unlock triple jump, add an auto-shooter mechanic, etc.

This was a ton of frustrating fun. Like others, I couldn't make it to the checkpoint on level 3. I suspect there is some diagonal work involved? idk, I got stumped. Definitely need some slimy hint text for that portion, at least if a player fails a couple times. Rage quit. lol. This game felt SUPER super responsive. Sounds added a TON to the great feel. Fantastic job. I want to see a video of someone making it through level 3.

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Hopefully adding gamepad support won't be too difficult. Also one thing is maybe the fire could have a build-up so that it doesn't damage the player right away if they escape it quickly or put it out quickly, as that was my gotcha a lot of the time.

I couldn't tell if my melee was hitting the enemies. And if I didn't look at the top left percentage, I couldn't tell that I was taking any damage. I couldn't tell how many ranged hits the enemies needed to die. The MUSIC track is a banger!

Oh by the way, Pressing SHIFT repeatedly on Windows triggers a terribly Sticky Keys popup that you have to go into Settings to disable. Spacebar might've been a better choice, or just something other than shift.

It's outstanding. And super duper difficult. And I've gotten pretty far on Super Meat Boy. I picked up a gamepad and got hopeful when it worked, but the dash isn't bound to any gamepad button. I just couldn't get very far with keyboard. I WANT to see what's past where I was able to get.

High marks. Chaotic is on point. I picked up my gamepad hoping it would support that, because the keyboard WASD takes a lot of effort to then throw in the Spacebar and right click and left click. Gamepad support would be cool. This definitely should have a post-jam update, as it was very fun. Can't say I'm super good at it - especially for those dudes that need two cooked food items. When the boss showed up I was like WHAT!? I didn't get to buy any skins because my score kept resetting to 0. I don't know if I missed any checkpoints or if there was an opportunity to purchase the skins somewhere in between or what. I didn't beat the (first?) boss. I tried. Several times. lol   GREAT job.

for sure lacks. only had two days to work on it and even then I prioritized badly. glad you had fun. I know it had potential if I'd spent more energy balancing the difficulty and so forth. maybe a post jam version can do that

Lovely and fun. Best played with a controller for sure! Feels great with controller except when the rotation doesn't continue and makes me turn it the other direction to keep going in the same direction. Maybe there was a trick to that I didn't get. Great job! Visuals on point for sure.

Appreciate it. yeah most of those 48 hours were figuring out Unity 6 and the pixel perfect camera stuff. I never did really get the hang of it. As usual I ended up badly prioritizing so the tuning got thrown overboard. Oh well, Has slight potential for post jam version with more stages and better tuning so people can actually beat the game.

I know, right?

Impossible game is impossible. Learn to tune difficulty, my man, jeez.

Will rate it and give feedback when jam is over.

Can get into situations where the player cannot progress in level 2 and 3. i don't think bounce pads bounce the player as high as you intended for one thing

I ran it in Windows Sandbox. It worked. Had to bypass the warnings from itch and Windows Defender.

Okay, this was outstanding. The look, the feel, the sound, the mechanics, the UI, the itch page. Really knocked it out of the park on this one. Super fun!

Crashed Chrome, Desktop build didn't run in the Windows Sandbox, but it ran on Edge (barely). It was fun. I got an achievement. lulz. good job

By the way, I played entirely with mouse. No keyboard at all. Very fun input feel.

Okay I couldn't stop playing and completed it. :) Only other note is that my cursor disappeared on the last screen of text "Those were Paul's..."  VERY fun! Excited to see continued development.

Also typo in "disappear" as "dissapear" - maybe do a full spell check project-wide? I think the "Continue" button should appear to be primary when a level is completed, and should have a more satisfying sound when pressed. Levelmap button can be smaller/secondary. Just an opinion.

My cursor disappeared on the first screen of text "Slowly and fragmented". Also recommend splitting that into two screens as a wall of text right off the bat is not preferred. Typo in "Controls". Clicking sounds disappeared after visiting Settings, though all I selected there was Fullscreen. Levelmap is in another language. When I obtained King's Glove, it wasn't clear to me that my attacks on the blocking block were unsuccessful and it took I think 3 hits? Maybe I wasn't accurate because in future screens they only took 1 hit. Only my stubborn persistence kept me trying rather than clear feedback. We could chalk that up to my bad accuracy perhaps. Hey that's all I can test right now. Cool tutorial experience so far! I like the feel of the movement and actions!

I got it! Fantastic game. Thanks for sharing.

Okay I'll give it a other shot, I thought those two blue blocks had nowhere that could be placed as the ground isn't white but I'll fiddle around there. Thanks, and great game btw! Giving me all the good vibes.

on the third level I have twice gotten stuck in a tiny room that contains just a green block. i cannot escape the tiny room. This game is lovely and fun and i will try again soon.

Known issue: subtitles appear to be turned on by default, but will have to be switched Off and then back On in the main menu or the Settings panel (accessed via the XR Controller's "Menu" button) before they'll show up.

Nailed the feel. Very satisfying sounds took this a long way, fantastic UI design.

I'm honored. Great notes, useful, I appreciate you.

That's the first report I've heard of that. Beyond the main menu there is no controller activity as this is just a viewing experience but are you saying they don't even work on the main menu? If so what hardware are you using? Do any of the other PCVR titles have that problem for you in the same session?

Dorian is pretty popular. He was the first character I wrote. Glad he's well liked. Yeah, the transitions were lengthy to closely resemble those in the show, but as pretty much everyone has pointed out and I agree, they made this VR experience too long. Thanks so much for your feedback! 

I played the update. Very interesting use of a video (?) skybox, post-processing depth of field and film grain. I exploited a spawn bug on the maze and I won hundreds of times. I won legit three times. :)  There wasn't any indication of a conclusion to the experience.

Played the updated version. Here's my notes: The tent bugged out on me on one go. I exited and tried again and got through the days, then they just reset back to day 1. Some mention of monsters, but I didn't see any. I found I had a pistol and a bow and arrow, with nothing to shoot at. In the menu scene and the first room, my physics hands were rotated incorrectly. In the outdoor space, they seemed okay.

Thank you so much, 🙏. Happy you enjoyed it and grateful for your feedback. 


Yes it ended up way too long. I was initially really trying to nail the likeness to the show, which has these long transitions with overhead shots and breathy noises. I got the resemblance I was after, but turns out those made the whole experience way too long for a VR experience with no interactivity, so for sure I'm with you there.


The main content to get cut was much more animation and contestant traversal during their lines. The traversal I got in there was super thrown in and herky jerky. I didn't get nearly the amount of animations I had actually collected and hoped to use. However I did not much plan for any VR style player interactivity. I wanted it to be a "show" like the show I'm parodying. Paired with the duration of the experience, that wasn't the best.


I'm in the middle of making a sort of HTML5 slideshow version so non-VR players can experience the meat of it without the too-long delays.


Thanks again for the thoughtful and valuable feedback about your experience. It means a lot to me.

Appreciate it! Very glad you enjoyed it. I used Rhubarb: a free command line utility you can grab from GitHub. Another option is Salsa but Rhubarb is best suited for matching up mouth shapes with Sprites like I've done here. 

Ain't nothing wrong with that setup. Strange.