The game was pretty good, levels were varied with interesting visuals. However, it was sorely lacking any form of sound or music. The controls were also a bit too frustrating for my liking, although I kinda get the feeling that that was the point. More importantly, the controls would also often not function correctly on slopes.
EasyModeGamer
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Overall, quite good, graphics and sound effects supported a very functional gameplay loop. My only real complaints are that the lack of music results in an unintentionally oppressive atmosphere and that the lack of enemy variety and combat options results in the gameplay loop becoming tedious in very little time. A minor complaint is that the shop roulette system feels unnecessary and frustrating.
Wow. WOW! This is probably, in my opinion, the best of all the games submitted. Every mechanic worked as intended, and the graphics and sound work together to make a wonderfully impressive tone (even if it was a bit much for me, being the wimp I am XD). The gameplay worked pretty well too, although I do have a few minor complaints. For one, the sheer amount of gold scattered about was somewhat frustrating as you naturally have a desire to pick it all up, but doing so is tedious. More importantly, the lockpicking minigame does not seem well designed for keyboard. The limited precision and lack of tactile feedback make it feel more like luck than skill. For another thing, the stalker NPC could still use some work. The fact that its sound effects aren't actually tied to the model quickly results in them going from tense to frustrating, as they serve essentially no function other than letting you know that you're in an area that it could reach you. In addition, on at least one occasion while not tracking the player, the NPC ran itself straight into the wall and proceeded to get itself stuck. Finally, the fact that a section that required time slowing magic was located in an area that didn't seem to have a mana recharge orb was frustrating.
Technically, this is probably the best game of the whole bunch. Other than the occasional graphical issue, I encountered no bugs or glitches while playing. The game also has excellent art direction, although some background music and sound effects would have been very welcome. On the other hand, the gameplay feels undercooked, lacking engagement at best and being physically painful at worst. The player's movement speed is less than ideal, and the fact that you only have one fairly weak projectile and the fact that the player is basically invincible as long as they're moving means that the only valid tactic is kiting the enemies while you slowly chip away at them. In addition, the fact that the projectiles have no cooldown but can't be automatically rapid-fired forces the player to nearly constantly be mashing the left click, which is painful to do for more than a few minutes. Ultimately, this leads to a less-than-stellar gameplay experience.
The game has pretty good visuals and some really good music and sound design, but a myriad of technical and design issues made it frustrating to play. Firstly, since the camera didn't lock to the screen, it was impossible to fully rotate the camera to see all around the player. In addition, your projectiles are extremely inaccurate to the point of uselessness. Finally, the dialogue system completely breaks down if you happen to press F more than once. In terms of design, the size of the room makes simple traversal frustrating, while the uselessness and long recharge time on your projectiles, combined with the player only having one health, mean that combat mostly consists of running away and waiting for your allies to kill the enemies, which is very boring.
This is probably the most complete game out of all the submissions for this game jam, and it was really fun! The platforming worked pretty well most of the time, and it was satisfying to gradually upgrade your abilities over time. The only real glaring omission from this game was the lack of any sound effects or music. However, there were a number of smaller issues that took away from the gameplay experience. The player had a relatively low amount of i-frames after taking damage. The attack animation felt like it was somewhat mistimed, and it often didn't line up with the hitboxes. The spike hitboxes were also too big to where they could damage the player while they were standing atop a wall with spikes on the side. Finally, there was a minor issue where sometimes the player would become temporarily stuck on the corners of platforms. There were also some instances in the game where you were forced to blind drop into a hazard you had no way of knowing was there, which was annoying.
The game's graphics are pretty good, and the way that walls were dynamically hidden and revealed as you moved through the map is pretty interesting. However, the game is not very playable in its current state. Trying to interact with objects, such as opening chests or picking up items, is more difficult than it should be, requiring you to be very close to the object at a specific angle. Combat has no visual feedback on the range and damage of the player's attacks, or whether they're landing at all. This makes combat feel nearly impossible. In addition, the game does not properly handle enemies when restarting the level or loading a new one, with existing enemies becoming inactive and clogging up the stage.






