Thank you, glad you liked it.
Yeah, I'm thinking on how to make the spotlight mechanic easier to understand and to plan around. I think there's a good basis here, but I need to improve the execution.
I loved it. the gameplay is full of depths, with plenty of factors to take into account, making a very enjoyable RPG-ish gameplay. I especially liked how both characters felt really different in their gameplay, not by having unique moves, but by having a different relation to HP.
As for the visuals, I found them very interesting. The blend of photobashing and drawings give everything a unique feeling. I'm always happy when I see games blend non numerique medium with their art direction
Again, loved it
It really make me happy you enjoyed it that much. And I do intent to revisit the concept and expand on the story and gameplay at some point.
I totally understand the issue with sound design. I didn't have a clear idea of how I wanted the game to sound and I took sound effects that felt they would fit. I probably should have made a plan for this.
For the spelling and language, I'll try to be more careful in the future, but spelling is something I always struggled with.
I'm very happy you liked the story.
I do feel as well as 3 combats was too short to explore the battle system fully, and if I had more time I would have probably aimed for a few more, but with the deadline approaching I wasn't confident I could make enough enemy variety in time. Likewise for the universe, I'd really want to take the time to dive deeper into how it work. I think this is a project I'm gonna revisit at some point.
For Linux, I probably should have asked a friend who know it better to help with the version.
After a quick look, it's very fun, it really nail the inspiration of R&C, with the gunplay and all that. The ambiance is also very good, and there's a good amount of depth in mechanics. I'm definitively gonna take the time to replay it with more focus.
It's a shame to admit it took me way to long to realize you couldn't double jump while you have a gun.
Aside from that, I had a bug where I fell in the water but didn't die. Only happened once and I couldn't reproduce it tho.
Very much liked the gribble visuals, the audio and the movement. And how you had to pass between your giant's boss legs. That's a pretty solid style you got there.
Unfortunately, I couldn't beat the boss. I think is hitboxes are slightly too big, so in the second phase, when he did his move where he push you off the roof, I couldn't jump over them.
A souls like for a jam is very ambitious. I quite liked the pixel visuals and the main character's design, they really sell a retro feel. I had issues with the dodge roll where it didn't do much, but maybe that's because I was carrying too much. There was also not that much tell for the enemies attack, which made it hard to know the windows of opportunity. I think that's the big thing missing for the combat to click.
I have a weak spot for witches, I love the concept. So this game immediatly endeared me to it.
Aside from that, it's OOZING with juice. Shooting feel good, the shake when ennemies die is great, and the overall look is very smooth and cool. It's a solid jam game, but I feel it also have a lot of room for growth and to push things further.
I really liked the ambiance. Impressive visuals and music, it felt the right amount of stressful. And each magical girl having her own dialogue that explain her lore was a nice touch. I especially liked the way you tried to touch on serious societal themes. And the ending was neat.
I thinks the two "big" (relatively, because it's very good game) issues are ballance and UI clarity. I sometime had impression some builds were much less useful, to the point Tank!Bhumika felt like she couldn't do much. And the status effects symbols were sometime hard to recognize.