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emzodaiki

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A member registered Mar 16, 2022 · View creator page →

Creator of

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Thank you for taking the time to write a detailed review and beating the game, I think you're the third person to ever beat the game. The C/V control scheme was an oversight from me, originally I was intending to have every character use Z/X for special abiltiies, but that got discarded and the rest of the controls never changed.
As for the bird, I planned it to be like a reward for playing up to that point, I wanted it to feel like you had the freedom to go wherever you wanted since at that point you can already beat the game. (you have all characters and can get the full code) 
I still don't know how to make a game themed around journey, though I'm glad you think it fits. Maybe banging my head against a wall for the first two weeks influenced me subcontiously?

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This is the first game I've beaten so far. I like how short it is, it feels like it respects my time.  I never found the third weapon, I beat the game with only the sword and the axe.


Also, how am I supposed to hit these trees? Everytime I use the axe it hits the save point and resets the room. Edit: The image isn't showing for me, but I mean the trees in the second screen of the game, in the first save point.

Ah I got mixed up, but yeah I mean the super jump.

I thought this was a joke game until the music hit and the game actually began. If I were to make an icon for a dash, I'm sure I'd never make it a spiral. I really really like the title screens that popped up when I entered a new area, the game overall is filled with a bunch of cool details. Having the sprint be kind of like two upgrades was nice, it reminds me a bit of this game: https://mmatt-ugh.itch.io/trip.
I quit a bit after reaching the moutain, I'm not sure how much more I'm missing, but I'll probably come back to it someday.

Played until after the double jump. I think until that point the game is perfect, it's very clever and it always felt like it was leading me somewhere without much effort from me. I like how simple the graphics look and how you relied on colors to convey things, it made me expect to see somethng different everytime a new color popped up. But, after getting the double jump, I think the slow movement and floaty jump became a little more frustrating, I feel like the game could be faster. I quit after I got locked from where I was before, I shot a green door which led me to a room I was in before, and when I tried to go back, the door had spawned again with the "button" on the other side of it.

Thank you so much! The music is definitely the best part of the game, I have to thank the musician a lot for that. Your words mean a lot, as I am an admirer of your work, I'm really happy you liked something I partially made. As for the ability to switch midair, it is very much intended and required for you to advance in a lot of sections, it is just something I found while playtesting and decided to make a feature. The time between switches was added later on, because you could fly by switching repeatedly to the bunny and double jumping.

sorry i got nervous when uploading. how do i edit this? but yeah I used the lighthop bunny sprite.

i dont understand how to play

claudio

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But read what exactly? The only relevant information is what each passenger wants/needs and the reward, everything else is just cluttering the actual important information. Another thing is that you could have their UI appear automatically when next to them, there's no reason to press a button to talk to them and to stop talking to them.

I think its hard to give a fair review when games are made for 3 day game jams, let alone 5 hours, so take what I write with a grain of salt. The best parts of the game are the art and the audio, and the worst is the gameplay.
- I think this game could be played a lot better with the mouse, it was a weird decision to use ESC or TAB for things that conventionally would be just done with buttons you can click with your mouse, since they aren't conventional controls I had to read and activelly remind myself of the keys I should press, for a gamejam game that counts a lot, so try using conventional controls when possible.
- You could have the needs of each person be shown as just icons for food and water and the amount they need, with just one button to give them those resources. It'd be easier to understand and take less time and friction.

I'm not commenting to get engament on my game but I made literally a worse version of this. Like it's so very very very similar it looks I copied your game. But anyway, it's nice to see that in some way the ideas I had weren't bad, I just couldn't execute them as well as you did.

There was a tutorial button on the titlescreen, the bottom one below the start button. It gave a simple explanation of the game's mechanics, about 3 small paragraphs.

Got to level 8. I was hooked for a while even though I was very frustrated. The game could be a little easier, like with less button mashing and the slimes slowing down for less time but otherwise this is a very simple and fun premisse with a lot of depth, the more you play the more you are planning and calculating how much time you might need to pass a level, and past levels aren't a drag to play through because each one influences the next, so the more time I get in the past the more I can get further on.

You're probably already aware of this but the game has a screen issue, even going fullscreen doesn't fix it, it seems it maintains a huge resolution no matter what so I can't play the game. I won't rate you because of that but congrats on submitting.

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Player with a touchpad and only got past level 1 and almost beat 2. I really really like how simple this game is. How keeping the bone close to the dog gives you better control on the direction but is riskier, while keeping it away is safer but harder to control. I'll probably come back to this to play with a mouse.

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I remember a game similar to this from one of the prior gmtk's, but you were shooting a laser and the game wasn't grid based. I don't actually have anything negative to say about this game, I think its probably perfect for what it does. It only eats my input sometimes and I couldn't beat the last level. Aside from that the art is very good and the levels are well made.

Best score was 52 targets hit. Reminds me a lot of death spiral, maybe you took inspiration from it? Would be nice if there was a little more variation, different bosses didn't feel much different since they all reuse one of the same 3 patterns. Losing when only missing once feels very punishing. Not having a time limit or any kind of restriction feels weird, it seems I can wait indefinitely on any target.

Very very nice graphics. Controls feel a little unresponsive, specially in the air, for a game like this it'd be more helpful and easier to pick up if the character was snappier, had more friction. Since you're going down it'd make sense if the camera was positioned lower, that would make it easier to see what is coming next, I had a lot of issues with "pits of death". 

Simple and polished, very nice. 

yea theyre tree frogs youre shooting tree frogs

yea theyre tree frogs youre shooting tree frogs

After you buy all upgrades money is worthless, so when you lose you get no rewards. It'd feel better if after you get all upgrades and have excess money you could buy more guys.

this is kind of similar to this game: https://badpiggy.itch.io/the-timekeepers-last-stand

thanks

Room transitions are bugged, I'd walk out of a room and come back to a different one, I only noticed that because of the room labels in the corner of the screen, otherwise I don't think I would have noticed since the rooms I've been to were mostly very similar, with the exception of the background and the layout. It's a shame that there's a bug this bad, since being able to traverse the map is probably the most important thing in a metroidvania, but I think that if this was fixed you could have a cool game with solid combat.

nice, i wish the upgrades stacked or there was some sort of progression, I played until I got 1000 score so I don't know if the game changed in some way. the jump and specially the double jump didnt feel too good since I couldnt control when i'd fall so sometimes id just land on a pit or crystal. could be cool if you also gained score for taking risks like jumping over obstacles. hope im not too critical since its a jam game, but this is very polished and already pretty fun.

discord link is broken

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I really enjoyed this! Each boss battle had that nice moment when you realize what you're supposed to do, like hopping from a platform to another to stay in the same place to shoot or that the robot guy would only go to my previous position, knowing what the bosses do made it so restarting the game every death wasn't so bad, but actually quite fun since I could beat them first try. I like the art, the black outlines and cute characters are nice, the cutscenes were also very well made, the audio was good too.  The things I didn't enjoy as much was the spinning boss arena, it didn't feel too good to walk and jump on it,  I feel like the game could've used spin a bit more, maybe as a mechanic for the player, since the boss arena isn't present in the last 2 boss fights. The last boss I feel was the least enjoyable, I beat it first try since I just shot it to death, it would've been nice to have an idea of where it is going to dash, so you'd have a moment to dodge. Aside from those things the game could use a bit of polish, like more sound effects, screenshake, hitstop, they are simple but add a lot to a game. Overall this is very nice, I had a lot of fun.

Very nice art and use of theme, it felt just like mario64. I would've liked some anticipation on what the boss is gonna do, the second boss would sprint out of nowhere and there was no way to react fast enough. 

There were a few thigns I found a little annoying like the character getting stuck on platforms if you jumped and walked towards them, and having to use the mouse to select the upgrades since the game is played on keyboard. Aside from that, the art is very polished and the bosses are pretty good, I liked the blind effect from the eyeball.

I got the cookie. I had more fun than I thought I would've. This game is actually very well balanced, at first I thought that having the bullets be so limited was a bad choice, but then as the game went on I found it made the boss fights a lot more intense, with me just trying to get as much damage as I could with the boomerang until the bosses gave me ammo. I would say that the boomerang needs to be faster but I'm not even sure if its that needed? There were situations where I just threw the boomerang and manipulated the boss so he walked in its direction, that wouldn't be possible with a faster boomerang. The only real complaint I have is that the cooldowns could be smaller, I really enjoyed throwing the boomerang and the boss fights could be faster because of less cooldown. Aside from that, just a bit of polish and game juice would make this perfect, this is really fun.

Curti a ideia mas não consegui jogar.  A roleta aparecia e escolhia uma arma, mas quando eu apertava 'k' nada acontecia. Enfim, mesmo assim deu pra ver que a arte é boa, gostaria de jogar caso não tivesse esse bug.

Had a lot of fun with this one, actually was a little sad when I saw that there was only one boss. It's a cool simple game, very nice execution, nice graphics, tight controls and nice music too. My first try I was having a hard time hitting the boss, because of sword range and I thought I could only hit him from the sides, since the sword sprite doesn't follow the up and down directions. But the next time I realized that you should actually spin around the boss while attacking which was pretty neat. I liked the boss fight, had the right amount of content, the one thing I missed was anticipation on the attacks, but that wasn't much of an issue. This is nice, I like it.

Nice graphics! I wish there was a way of knowing if the knight's attacks hit, since there are no healthbars and the bosses don't seem to react to damage. Maybe you could add screenshake and hitstop when the knight lands a hit. 

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Nice simple game with great art, only thing I have to complain about is the controls, when you're in the bottom side of the screen the directions seem to invert, and also the sound effects seemed to get louder and louder as the boss fight went on? It sounded like there were tons of bullets being fired over and over again.

i chuckled seeing the little guy waddling. The art on this is spectacular, very very very good. i couldn't beeat the first boss but had fun trying all the characters, until I got a bug that said I couldn't use 2 of the same character even though I had 2 different guys.

Cool mechanic, a bit too hard for me but I still liked it, the executioner's homing fists and axe were a bit too much for me to handle.  I really liked the wheel, though having to look at the boss and the wheel was what really made the game difficult for me, maybe if there were more sound effects or screenshake when you miss the wheel you wouldn't need to look at it all the time. Also doing nothing when I missed was pretty frustrating, since the wheel would slow down and I'd have to wait until I could do something again, maybe when you miss you could do a default weak attack? and just lose the combo. Aside from that I gotta say that the game looks very good, I remember playing this in the start of the jam and the character was just a default white dude, I was surprised seeing how everything got polished and detailed, very cool game.

very original and awesome idea, though I had a really hard time with the controls, I couldn't even beat the first boss that had really basic attacks since I kept getting hit and running out of ammo too quickly because I got hit. Main thing that bothered me was just aiming at the boss, since the snake takes a bit of time to align with my mouse, other thing was having to press RMB to eat anything, I think it would be better if the snake just ate things automatically since there are few cases where I wouldn't want to eat something (like choosing a weapon).  Aside from the controls this is great and I wish there was an easier mode so I could see more content. 

very nice art! I think other comments have commented on this but I beat the entire game by just using the tornado thing, like I just let the character spin around and hit the bosses. It would be very cool to play this game with the tornado balanced, since I did enjoy the art very much.