Quite a unique concept for a rhythm game. it's really interesting that the music itself changes depending on how well I play. Currently, when I finish a song, the game plays my version of the song overlapped with the original version. I think it would be nice if the game allowed me to hear what my version of the song sounds like by itself.
divqii
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I think it's interesting that I need to learn the tools required for each task and which tasks don't require tools so that I can plan out each trip from the control room. I wonder if this idea could be explored further by giving the player more of these kinds of decisions. For example, maybe some tasks could be much harder to perform but contribute much more to integrity, so the player would have to decide between doing a lot of easy tasks or a small number of hard tasks.
I found it a bit confusing having to constantly switch between pressing E and clicking my mouse to interact with things. I feel like it would be fine to just use left click for everything.
A redo works the same way redo works in most non-game software (e.g., text editors and drawing programs), or like how the "forward" navigation button works in a web browser. Undo moves backwards in history, and redo moves forward in history. The player performing an undoable action causes that action to be inserted at the current point in history and all future history to be erased. It's really useful for times when I accidentally undo too many times and want to quickly get back to a future state without having to manually perform the same actions again.
Patrick's Parabox is a good example of a sokoban game with a redo button.
This is such a brilliant way to tell a story.
I love how this game is constantly playing around with my attention. I was originally going to complain about the weird keybindings (having W be jump, mainly), but I think they actually led to a better experience, since it was even harder to pay attention to the dialogue while struggling to figure out which buttons to press. I also thought it was really funny when I was asked to reply to Mom's story that I hadn't fully comprehended.
I think I enjoyed using the grapple the most out of the abilities, and I would love to see it expanded upon.
While coyote time might help, the core issue with the jump that should be addressed first is the fact that you can successfully trigger the jump animation but still fail to actually perform the jump, which is really confusing. Here are some possible solutions, though I've probably missed a bunch:
- Just perform the jump immediately instead of waiting for the right frame of the jump animation. I think this is how most platformers do it.
- Perform the jump at the right frame in the animation regardless of whether the player is on solid ground when the frame is reached.
- When the jump button is pressed, lock the player in place until the jump happens. Additionally, you could make it so that the first part of the animation happens when the button is pressed down, and the jump happens when the button is released.
I think it makes for a somewhat interesting challenge that I don't retain the velocity when I jump from a moving platform, so I have to pay attention to ensure I don't fall off. I'll agree with some of the other comments that this game concept would probably work well as a sort of rhythm game, though I did get a bit of satisfaction out of keeping track of the timing in my head.
The scale and amount of polish in this game is almost incomprehensible to me. Every mechanic is multi-purpose and interacts interestingly with the other mechanics, and a decent portion of those interactions are explored in the puzzles. There is even a bit of knowledge-based progression, somehow.
I've never seen a boss fight in a sokoban game, but I would say this implementation was fairly good. It leads to a different dynamic than a fight in a standard turn-based combat game because I have the ability to undo.
I have a few nitpicks:
- I wish there were a redo button.
- It would be nice if the undo button would repeat when held down.
- I find it a little bit annoying that I have to press the restart button a second time to confirm. Given that restarts are undoable, I don't feel like this is necessary.
This is probably one of my favorite games I've played so far in this jam. I love how the bomb mechanics are introduced diegetically, and I love how it feels to use the tools. I was always excited to find out what the next mechanic will be.
I do think there are a few quality of life issues, though:
- There are not enough checkpoints. After dying a few times to the type B bomb section, it started to get frustrating having to redo a bunch of bombs to get back to that point.
- It's hard to read the text, since it moves forward automatically. It would be nice if it waited for me to press a button before moving on.
- I don't think there's any reason that the keybind for putting down a tool (left click) has to be different from the keybind for using it (F), since the situations where you can do each action are mutually exclusive. In my opinion, it would feel much more natural if you could use left click for both.
I really like the idea of carefully managing my very limited ammo, especially when I can control how each bullet behaves. I found the gun management aspect of the game to be pretty fun and compelling, but I think it would pair well with slower and more deliberate gameplay with more time to think about how I'm going to use my precious ammo.
At the moment, the shop interface is a bit unintuitive and kind of clunky (for example, it's really slow to change out bullets because I have to individually confirm each one I sell). However, I think I maybe understand what you're going for. Clicking and dragging things around gives it a really tactile feeling, as if I'm loading the gun with my own hands. With a bit more juice, I think it could be very fun to interact with.
I don't think I've seen this kind of mechanic before where customers act as physical barriers that you have to intentionally run over. It definitely helps sell the timer a bit more when I'm struggling to wade through a bunch of people as the timer runs out.
I found it a bit difficult to follow the dialogue at times, since there's nothing keeping the text box and the voice lines in sync.
The art is good; I really like how the flames on the city look. I appreciate the very generously large area around planes where you can hit them, since the game would probably be nearly impossible without it.
It might feel a bit more natural if the cannon were aimed with the mouse, though controlling it with the keyboard does give it a "heavier" feel, so maybe that's intentional.
I would have liked if there were a bit more visual or audio feedback for firing, aiming, and changing the fuse time. In particular, I found it difficult to figure out the fuse time at a glance. Maybe if the number changed color as it got higher?
The movement itself feels good in my opinion. I think the layout of the controls is what I find frustrating. At least on a QWERTY keyboard, the K key is far away from any of the other keys, so it's hard to easily reach without having to move one of my hands, making it not very viable to press during gameplay.
I also think it would be cool if WSAD and space were usable for movement and jumping, since I usually use those for platformers. But I know that most people just play with arrow keys.

