Wow, incredible visuals really great job achieving this caliber in such a short time. I'm jealous of the amount of quality you've extracted from such low poly models. The game feel when moving the controls, an important detail you nailed. Visual feedback on everything. Great job.
Gaffe
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Very cute look to the whole game, consistent style and color choices. Even your thumbnail I like the design of. I see at the bottom this is your first game jam, this is great! Learning additive scene loading is very useful for game initialization and menus. I think it would have been better to make camera 2 the default, initially i was confused how to play if i couldn't see over the wall from the first camera.
Probably the most ambitious game I have played so far and you executed it very well. You really made a complete narrative mech combat game with a boss in this time span. I love all the graphics, it's my favorite retro era and I think you captured it very well. I like how in the bit of dialogue there was you did good world building. Under the game you list dash as shift but I didn't seem to get that working, maneuvering without it was a bit long. I could cheese a bit of the game with the pistols as they didn't seem to have a max range, so i could hit from across the map. Overall great job!
When seeing the theme unstable one of my early thoughts was something like this, intentional bugs as a main mechanic, but wasn't sure how to explore that idea. I like the approach you took here with a portal-esque test facility, and the use of voice over. I thought the most clever bit was when you had to climb the tall wall with the box, I had seen enough glitch videos to know what to do and it felt fun knowing that. I didn't quite reach the trophy, 'crash'd just before it, alas.
One note is be careful with inverting mouse look in an fps game, you did have the VO line realizing that but yeah. I'm notably susceptible to motion sickness and it did set it off, had to lie down for about 30 minutes for nausea. I don't blame you it's hard to know if it doesn't happen to you, but good to be aware of that when suddenly moving an FPS camera in way the player can't anticipate.
Only one person but me has beaten it so far, so yeah it's a bit too tough. There are quite a few techniques I came up while playing, I'll probably update the description to include them, maybe update the game after the jam.
- Don't use a moon orb to increase your height unless you have fitting pieces for both the top and bottom side.
- Create safe nooks for the moon orb using other pieces.
- Rotate long pieces horizontal and place them before using a moon charge. This will create a platform that will create a strong foundation, can even set 2 items side by side.
Yes I believe only one person has still beaten it lol. Maybe after the jam I'll cut the height in half, or put more tips in the game. One thing I see people do a lot is always use the moon orb to increase their height, the most difficult approach. It's much easier to create a nook using other items to safely place the orb. You can also use long pieces rotated horizontally before you use a moon beam charge, so that you have created a frozen platform for which 2 items could rest on, creating a strong foundation.
Real cool aesthetic, love how the web page is designed so that you scroll down from the moon and logo, and the background elevates the game visuals. Good audio choices. I feel this would be fun on mobile with trying to keep your finger center on the ninja. I think it would feel more fun if i was first able to learn the timing on jumps/crouches without the rail spinning, and then ramping up the spinning + obstacles for difficulty. It's just real hard to figure out the timing while I also have to do something else, initially. Cool thumbnail as well.
Managed to save my cat on day 8! I like the aesthetic, I like all the colors you chose even for the web page.
For your questions: It was pretty clear to me what to do, and how headlines affected what prices. One logical oddity to me that stood out was the idea of reading a headline about a stock movement that would happen the next day, it felt like I was reading tomorrow's headline and reaping all the benefits of that. Since I wasn't predicting anything just understanding headlines, it felt missing that element of prediction i'd normally associate with day trading.
I enjoyed playing through this, game jams are indeed stressful. I really like the retro aesthetic you made, the opening scenes have a great look. I do enjoy typing as a gameplay mechanic, it's nice to see that used in different genres. It felt like the map design could be more elaborate, a lot of the time i was just spamming the same direction to get to the end of the tunnel. Rooms and such would have been nice to break it up. Would be neat to see it expanded.
I quite liked this, my favorite game I've played so far. You quickly get a good sense of the weight of objects and about how far from the center they need to be. Building up to just dropping each one of them immediately is a fun experience. When things start to go wrong its fun to try and fix the balance. Art is consistent. My only critique is that the music track could have been a touch more 'industrial' sounding I think, the current track feels a bit too fantasy for the setting.
My best overtime score was 25683, stage 8.
Enjoyed reading through this, could hear the voice of the writer well. For the scenes that had unique art I thought it would have been nice to be able to first see it and look around before the text appeared. The effect of moving around the image with the mouse worked well for one scene where a character's head was off-frame.
Good presentation on visuals/audio, but sadly I really had trouble understanding how to play the game. I did go through the tutorial and everything, but it just didn't click. When playing the normal game, I just picked a random card every time, and I won with a large score, so I wasn't able to work backwards either by a fail state.
Fun concept, I would have liked being able to change the scene with arrows keys or A/D. I think if you did that, you would be able to have even more contraptions to look over as well. I had trouble understanding why sometimes holding the light button worked and other times it did not. Good music selection. Seems like an idea you could build upon easily.
Love, love the art. Loved the book opening and closing for the menu. It did take me a bit to understand what I should be doing exactly, it feels like I'm hit with a lot of mechanics at once. Eventually I got the hang of it, the dragon surprised me, looked great, but by then i was already struggling alone just maintaining 2 items per delivery. A 'rest' stop would be nice to segment mechanics apart a bit more and give me a moment to collect.
