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eldritch-apple

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A member registered Jun 11, 2022 · View creator page →

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A cute, simple game. It's interesting to see a PICO-8 game here; it really helps with the aesthetic. The game doesn't have a lot of replayability past trying out all the difficulties, but it's still fun to play. There's no music, but the experience is short enough that it's not troublesome.

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A short and sweet game. The timing of the cars' lane changes are surprisingly spot-on with the beat of the music, and the music itself is upbeat and peppy, perfect to crash into other cars with, I mean to drive to. The graphics are also very juice-y, a much-appreciated quality I don't often see in gamejam games. I do wish that the death sound effect was quieter, as it's pretty loud compared to the music, but otherwise I have no complaints. I'd definitely play an extended version of this game if it existed.

(Also glad to see someone using Godot instead of Unity for a change, haha)

intro cutscene: "glorp [indiscernible]. glorp [indiscernible]."

The story is cute, and the art is well-drawn, but there is virtually no actual gameplay nor choices to make in this visual novel. It would've been nice to choose how to influence the story, or if the characters can actually escape the white room, and it would've been nice to explore the characters more. I feel like more could've been done, given 48 hours, but I don't know what was going on behind the scenes, so I can't say much on that behalf.

Definitely not a game I expected to emerge from the theme "Don't Blink". The game is interesting; I learnt how to move the submarine, but I didn't play much after the sub started failing. The main gameplay loop (piloting a slow submarine while random issues arise) isn't for me personally, but, conceptually, it sounds like a fun balancing act.

I wanted to go into the game without reading the walkthrough first, but I didn't realize that "walkthrough" actually meant "gameplay instructions/guide", so I was pretty lost during my first playthrough. I wish there was an in-game manual the player would have to pull up to read how to solve certain issues. It would also play-in well with the lights going out, forcing the player to use their flashlight on the manual as well to read. It took me out of the game experience to have to exit out of the game to read what to do, instead of it being integrated into the experience (though I understand that there may have not been time, and that an in-game manual isn't the most important thing to add in a game).

Side note: The submarine should start in the "STOP" position, to let the player explore their surroundings first *without* them ramming into the wall immediately in front of them (like I did).

It felt frustrating fighting against an invisible enemy, without much feedback about what's going wrong and why it's going wrong. (Again, this could partially be fixed by adding an in-game manual, though this paragraph is going to propose a separate solution.) The submarine would randomly fail, even when I didn't hit a wall. I think bad events should happen due to the player's own failings, instead of randomly occurring. For example: maybe the player would have to manage their fluctuating ballast tanks over the course of their trip, instead of the submarine randomly listing to one side and only then having the player interact with the tanks. I think the gameplay loop would be more engaging if the player had tasks to manage, rather than issues to solve.

Overall, the game is promising and holds a lot of potential, and is well-made and well-developed for something created, coded, and drawn within 48 hours.

Absolutely phenomenal game, especially for one submitted so early to the game jam. I can definitely see this game being expanded into something bigger with more mechanics and challenges. The basic game loop is simple and easy to get into, but definitely ramps up the further you get into it (especially with number of cards being spawned per round increasing). Heart cards are rare, but I like that you can store extra health over the starting 5 you're given. I liked the overall atmosphere, and the music was great during the second half of the song.

This game is cool, simple, and surprisingly flexible with challenges you can add to the parkour. It has a high skill ceiling, and I can imagine others playing and perfecting the game. (I'm not very good at parkours though, so I don't think I'll be reaching the end very soon, lol.) The only thing it's lacking is ambience (e.g., no music/sfx, no lighting, generic buildings), though I think it's a fair trade-off for its fun gameplay and engaging level design. Good job!