Great game, I love the paranoia effect, with the increasing chromatic aberration and the different font. Couldn’t find grandma, but loved the vibes and the idea of choosing what to believe and how that affects the world around you
dino460
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I like the idea of trying to understand whether someone is positive or not, but I felt that there needed some consequence for not trusting positive people. I also lost with 5 energy?
There is a very cool idea here, just a little more polish and a bit more nuance in the dialogue would already make it great! Good work, mate
Fun game! Really interesting idea, and I think you would be a REALLY fun physical party game. I just found it a bit confusing. Turns go too fast, with little to no animation or clear feedback on what’s happening at any time, although it doesn’t break the game or make it bad, just a little disorientating at first. Overall, quite a fun experience! Great job!
Thank you very much! I spent way too much time fine tuning the character controller, happy it payed off.
The NPCs work through a GOAP inspired AI. I give them Goals (what they want to do) and Actions (how they can change the current world state) and bind how they interact together with behaviour rules. This is intended to generate more natural looking behaviour, and is inspired by Jeff Orkin’s game F. E. A. R.
https://dino460.itch.io/among-wolves
Hope you enjoy it! I’ll check yours out as soon as possible!
https://dino460.itch.io/among-wolves
Very unfinished, but hope it’s worth your time
Hey thanks!!! I find it super awesome too, and it’s quite simple to get started on something similar. The basics are a 3D camera set to orthogonal view, instead of perspective, and (at least in Godot) Stretch enabled, which is equivalent of having the game rendered at a lower resolution. Also, disable any anti-aliasing (ser to nearest) to get the sharp pixels.On top of that, I use three custom shaders, one for the toon lighting and shadows, and other two to dial in the outlines. That’s it! If you want more details, you can search for my github, I have all my work available there.
https://dino460.itch.io/among-wolves
Hope it’s not as bad as I think it is… I didn’t manage to finish it the way ai wanted
https://dino460.itch.io/among-wolves
Tried something, but my week got very busy and I couldn’t make it good, but it’s something lol
Discord: dino460
Really fun game. I liked the idea of simultaneously having a top-down bullet-hell-like game and having to grab and rescue the people in the background.
My only problem was that the people were too erratic, and it wouldn’t lose the chaotic nature of the game having them move a tad slower in level 1 and gradually increase the speed in levels 2 and 3. This way it would be possible to learn the gameplay loop a tad better.
All in all, pretty fun to play, rather charming graphics, and nice music and SFX. Well done, mate!
A clever experience that explores what it is like to truly lose control. Your take on the theme is really interesting and the narrative is wonderfully executed. I really don´t have much to say about this game, being it´s only problem, to me, the short story and development. But, all in all, this is a wonderful game with a rather unique combination of mechanics.
Truly a masterpiece. The rhythm driven gameplay, the awesome and satisfying sound effects, the retro inspired graphics and, the star of the show, the maginificent tune that fills the game, everything in Slave to the Rhythm makes me smile with satisfaction and makes me want to spend day and night playing it. This exquisite game brings a new take on the rhtyhm and “asteroids-like” games by combining both in a terrific experience. The simple mechanic is completely explored and ties it perfectly to the out of control genre, whilst working quasi perfectly.
The only negative elements I found in this game is that there is a almost imperceptible dyssynchrony between the ships actions and the music. Even though it barely made itself noticeable I found it a little hard to sync myself to the actions, making the game a just little harder to play (which is considerable in an already pretty challenging game). The other critique is that everything on display was too similar, making it somewhat confusing and hindering some of its light. Lastly, even though I enjoyed the flashing menus, it may present itself as a hindrance to some people.
Despite this small problems, this is deffinetely a 5/5 game. It is insanely fun to play and the challenge it presents is worth your time. And only to make me even more mesmerized, Mr. Beekeper achieved this level of quality in only 48 hours. Thank you for making this game and good job.
An interesting game, for sure. The idea is really fun, the music, albeit a little weird, is fitting, the sound-effects are really pleasing. I would love to see a complete development on this concept. The worst parts of this game are its diminute length and the fact that you can´t actually interact to the game world close to the end.
The length matter is completely understandable on the scenario in which this game was built, but I believe that there should be a way for you to a least tell your monster what to attack (and it having some random change of entering a rage that grows as it grows) or some moveset of sorts to destroy the environment. What I am trying to convey is that this game would be a lot more fascinating if it had somewhat deeper mechanics, instead of being just a walking simulator of sorts.
All in all, I found it fun to watch my monster grow and become increasigly stronger, and I know that, with a bit of development and love, this could become a really enjoyable game and a great take on the “raise and train your monster” idea brought to us by the pokémon series.
This is a really fun game, I deffinetely enjoyed playing it and the punishing design is really appealing to me, for it just made me want to play more and more to see if I could surpass my last best. The music was appropriate with the theme, and the sounds were pleasent and fitting.
On the negative side, the player seemed a little to fast and the controls somewhat imprecise, and I think the pop-up event should only appear when the player is on the ground and that it should not have the last input to still move the player.
All in all, with controls a bit more precise this would be a great game, even though it is already pretty good one.
The wall glitch is probably a collider problem, we’ll try to fix it as soon as the jam ends.
The swapping mechanic works by changing the level when you hit an enemy, the totem or a timer runs out. Unfortunately we did not have time to further its development due to the jams time constraints.
All in all, thanks for the feedback! We are pleased to know that you enjoyed the game. Stay tuned, for we will try to make it more presentable and polished by the end of the jam ;D
First of all, thanks for your feedback ;)
The controls are, indeed, a little broken, but the variable jump height was intended (we designed it as a “hold to jump higher” input), but ended up somewhat weird and buggy. About the lack of juice and feedback, we intended to make it clearer if you were progressing through the game and add a little more response to your gameplay, but the short time and a little bit of disorganization on our side hindered our attempts to implement such systems, so we ended up with more of a beta sort of thing than a full release.
Again, thanks for your feedback. Really pleased to know that you enjoyed the game.
Really interesting game. Indeed a different and interesting way of interpreting the theme. I think it would be even better with a longer narrative, to emphasize the theme and atmosphere. All in all, this is a really nice game, the art style is pleasing (just a little weird in the character models, in my opinion), the music fits rather nicely and the narrative is touching. Good work.







