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GameMasterThe1

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A member registered Dec 28, 2020 · View creator page →

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I like this! I think the only major this I would suggest is maybe a tutorial screen demonstrating how to absorb enemies. Maybe like classic MegaMan demonstrationa or at least just a screen with images. 

That and I would like mouse and touch control options. Break out games needs precision. There was many times where my character was too far away to reach the falling ball before the enemies even reach my character. The emies are a bit too slow for me to reach me to absorb them. Maybe increasing the player range box would help a lot. At least a speed or range option.


All and all, I can see this being a profitable mobile game after some balancing tweaks. Good job!

Oh hey! A fellow witch game dev! I love the cute retro pixel look of the game! The story intrigues me. I would love to learn more. Perhaps the main character can finally wear that title screen witch hat in the gameplay? :) I will admit, I was intrigued when one of the blue ghosts mentioned blue represent good. made me think that blue ghosts are friendly and other colored ghosts are not... maybe even as potential enemies. But as it is, nothing came of it. I can't even talk to the pointing grey ghosts. I will admit when I saw that blue ghost holding the down sign for the first time,  I thought it was meant to tell me that I can hold down for a super jump. That's on me. though I admit that be cool. 


But... it saddens me, but I must give critiques. For starters, the story doesn't feel complete. I understand leaving mysteries, but that alone doesn't give a satisfying story if it doesn't have a beginning middle and end. I'm not expecting much. Just a little more clarity on the head space the mc is in at the start. for the middle of the story, some clarity on her journey and why she is doing this. And for the climax, where she meet the entity at the end and the reveal of what this entity means to her. all this can be done with simply more dialogue. either as inner dialogue or just more ghosts to talk to. and as i said, it be cool to talk to or interact with different colored ghosts. Like red or grey ones for examples. 

Another critique I have is slightly harsher. the limitation is enemies as weapons, and yet the ghost aren't really being used as weapons here. Just support. I know you said your implementation is the girl getting help from the spirits, but I feel that can be pushed further. maybe the girl can call the ghost to attack hostile ghosts? Something simple that goes along with what you are going for and supports the platforming gameplay. Because as it stands, I love the ghost concept.


Overall, I'm left eager for more. I want to see the main character speak and show her personality. I want to character to actually show off her powers as a which beyond just ghost whispering. and to put on her nifty witch hat!And I would love to learn more of the witch's relationship to her family.  If it helps, what i do for game jams is that after the voting period is over, I spend the week between mini game jams to polish up my game entry and release a post game jam patch before the next game jam starts. it's a good way to practice and add in the things you couldn't add because of time. And experiment for future projects. Anyways, I'll be keeping tabs on your work and I would love to see more of your story!

This is amazing! No seriously. This game has a lot of potential. I love the deltarune/undertale inspired art style and audio design. And the grab based puzzle mechanics reminds me of klonoa! (klonoa is a good inspiration and source of notes!) Regarding what to improve, i actually don't have much to say other then maybe think about utilizing the grab mechanic for combat. Other then that, I can see this game be expanded into a full game someday. Maybe some dialogue here... some new enemies and a boss here.. maybe some more story... Here's a thing I do for game jams. After the voting period, I suggest spending the week in between game jams polishing up the game and then releasing a post game jam patch before the next jam starts. It be a good way to work in anything that was cut for time, and test potential expansion ideas. All in all, you earned a follower and i look forward to what you do next!

I like it! The art style is cute! I will note you can technically throw the enemies anywhere and they will take damage. so... using the enemy against themselves  limitation is applied loosely as it's not required to aim and throw the enemies at other enemies. That aside... i had fun!

My suggestion is add a spacial awareness radar since i got blindsided by enemies behind me many times. the game could also use a tutorial just to get used to the grabbing and throwing mechanics at the player's pace, rather then having to figure it out on the spot.  And some visible UI and HUD elements that indicate that you are grabbing someone and who are you grabbing goes a long way in a rougelike game like this where it can get crowded easily. It also would be nice to pick up items from the environment and/or the enemy's hands and use those as throwing ammunition, similar to half life 2's gravity gun, but that is low priority since that is beyond what this game sets out to do.

all in all, you did great! I recommend spending a week between mini jams to polish this game and release a post jam patch after the voting period is over. I look forward to what you cook up!

that's weird. This popped up when I went to download the game. I think it is because your account is brand new. I'll give ya the benefit of the doubt and come back and try this later

Uh... I'm kinda thrown for a loop by seeing a paid submission. Not sure that is allowed. I'll come back later.

A interesting take on break out. A few notes. the "ship" you control has a weird delay when following my mouse. that was probably intentional, but for this type of game, precision is key. i rather the ship stays with my mouse at all times. especially when it comes to catching those fast blue blocks.  I also got stuck on the first level becuase the ship would sometime spread out it's red projectiles and make it impossible to catch them all. That was probably the result of random number generators, but it it takes agency away from the player without a way to counter that with skill. though... i suspect that is what the skill tree is for. I'm also curious how damaging the enemy ship works. it seems the enemy ship heals it's red blocks after awhile. Is there a reliable way to aim the red blocks at the enemy ship to compensate for that?

in conclusion, i feel the skill tree goes against the kind of skill based gameplay this game seems to want for me. I rather have a ship fully synced to my mouse first and foremost. That way, i can actually earn the exp needed to buy upgrades with my own skill. locking behind the skill based stuff behind upgrades is contradictory.

I did some playing around and found guard to be more reliable, since you get the tp gain and the added defense. wait and see was left over from me finding skills that could be useful. Wasn't sure if i should delete wait and see or not. I'll remove it on the post jam patch. and I'll defently look into making turn order visible! And now that you mention it, I should include the save everywhere hint in the game.  And I agree regarding making status effects generally more easier to hit. I'm still figuring that out.


Thanks for playing! Yeah, the point is to use support skills people don't normally use like charm and confuse. hence why there is zero attack. (though i did give thunder breath for the boss fight as a neat bonus.)

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No problem! The sling shot controls are popular on many mobile games becuase of how versatile it is. You can get a lot of mileage out of it by adding layers and gimmicks on top of it. 


another good inspiration is the Peggle series by popcap games. that gave you power ups and extra score depending on what you hit. one of the power ups lets you see the trajectory. I did also get reminded of another game where you play as a ball that must adsorb other balls of the same color to expand and get bigger. I can imagine a mode where you have to combine like colored objects and be mindful of their size, and as you progress, the core gets bigger. I could name other games like the zuma and luxor game series where you have to time things to combo multible same colored objects, or bloon tower defence where you can set turrets, or heck, classic asteroids and break out! but you get the jist. I can see potential with this by giving different control options and experiment with gimmicks and gameplay layers. I say play video games you like and take notes!

I love the look of it! You can honestly sell this as a android game. Tho.... as it is, the shapes come in too fast and numerous. And the swinging feels too imprecise. I feel that i need more control over the grab and swipping. Like how angry birds lets your hold and aim where you shoot. I feel that could go a long ways. Or at least as a control toggle.

Since weird route is now called B Side, maybe delta traveller can be called "T Side" or "C Side: Delta traveller" or something.

Also. Are the characters being updated to match the lore of the latest chapters?

Any plans to include the other mcdonold lcd games? I have a lot of memories with the Spyro and crash lcd games. No one has made those playable yet

Is a android version possible?

Is a android port with gamepad controls possible?

A part of me hope there is a option to include the original sonic 2 beta sprites from before the sequel 2009. They just felt better then the after the sequel sprites in the 2011 version continity wise.

Thx! As a side note... hope you consider making the malicifant twinning bad ending a proper route. Who wouldn't want to run around as her twin sister?

I was able to trophy change everyone except mathias (who doesn't have a trophy form) and the wolf, who was changed into a raccoon by Roxy before I could change him. And the midwife who got turned into a cow girl. Did the bar scene interrupted my full trophy run? And has a event for when you report to malicifant that everyone got trophied beed implimented yet? I wanted to see if she would give me a new form if everyone gets trophied by me or the other trophies.


On a side note, are you planning on making epilogue scenes for specific forms or route endings? I wanted to see a ending on if you manage to turn everyone into dragons

I want the option to turn all the characters into dragons. Also, its it possible to change all the race statues all into the same race?

how many pages is this?

Is there a download for these?

Good news! I posted a new story update with extra rooms and plays till the end of the story.

Good news! I posted a new story update with extra rooms and plays till the end of the story.

thanks! I am working on a quick update that finishes the game. Stay tuned!

Thanks for the feedback! I just uploaded a quick patch to give tutorial controls and widen paths!

It's a glorified art gallery for artists to show off their ocs. it's a experimental art collab

Thanks!

Thanks for the feedback! Yeah,the team got busy on the last week, so we wearn't able to finish the ending or do additional fine tuning. I appreciate the feedback! It should be helpful when the team eventually finish their much deserved break and discuss what to do from there.

Thanks! The artists from both this jam and the previous ones worked hard on the assets! I'm sure they would appreciate it!

Thanks for the feedback! There is actually camera controls that allows you to rotate the camera with Q and W. I plan on adding a quick tutorial text box explaining that. Hope that helps!

And I'll play around with widening the paths and playing around with the character and cloud ground sprite colors to go for more of a story book feel. or at least fit the background more. I also plan on adding npcs to populate the map and give more direction.

This means a lot! Glad you enjoyed!

thanks! Its actually a 3d plugin for rpgmaker  mz. Been wanting to try it for awhile

Sorry for the delay. I uploaded a new version, version 0.05 that fixes the rtp requirement. It should be able to launch without it now. Thanks for the heads up.

i apreciate it! I regret not doing more, but i realize taking time to myself turned out to have helped for the better. Thanks for inviting me to the jam! The good news is that i been brainstorming ideas on how to proceed with the project. So here's hoping!

Thank you for the kind words and understanding! Yeah.. I regret not getting as much done, but I sorta ran into a writer's block and just wasn't mentally up for it for awhile. I appreciate the encouragement!

This game is like the intro scene of a horror film, where a poor victim is taken out by the title monster, then you start the main story with the main character.

I love the base mechanics! Has a lot of potential! I like how I can harvest the plants and put them wherever I want. Could make a really good farming game! The grapphics are top notch, the music is soothing, and I like the plot hook! The only cratiqe I really have is that I recommenced a more in depth control explanation on the page. Like how to switch between the items and what does right clicking do for each item. Other then that, good job you two!

How do we select the wand?

Oh thanks! It might be a good idea to explain all this on the game page. Unless it's in a easy to see place I missed. Thank you for making such a charming game!

This is a really cool project! I love the art and personalities. Simple but stylish! I especially love that transition animation!

My only real cratiqe is that I'm not sure how the power ups work. It seems I can shoot multiple attacks at once if I use the same character repeatably... but doesn't that discourage switching characters? I also am not sure what is the difference between the witch and wizard other then the witch having a longer wind up time and slightly bigger shots.

with how small the enemies are, it was also really hard to time shots until the enemies are right at the tower. Kinda wish at least one of the character had slight homing shots. And that the tower's health bar was bigger to give me time to adjust my strategy.

Anyways, you all did amazing!