Yes! My discord name should be Joozey if that is where the action is happening.
Joozey
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Im looking for people to team up! SFX, GFX, game design, writer. If you know GB Studio that's great, because I'm gonna use that. Other tools I use are Aseprite and Tiled.
Fantasy and scifi are my favorite settings to work with.
I'm a programmer and can do the project management and a bit of art (but a dedicated artist is most welcome).
I have gamejam experience with Godot. GB Studio is new to me. Toying around with it this weekend was great fun. I'm excited to get started! Send me a message if you are too.
Thank you bushn! It was my first time writing in first person (usually do second person). So good feedback on "who is speaking". I agree the comnection between cards, slots, and story got a bit lost. When I realized it was too little time to revamp it 😅 . I got SKEP from greek Skepsis, meaning thought. I hope it doesnt mean anything else offensive or weird I'm not aware of?? Appreciate all your suggestions, thanks again!
So happy to hear that my game was a fun experience! The card draining adding tension was exactly what I hoped would happen. Balancing this kind of mechanic is quite hard!
You are right that the meaning and implications of cards and slots can be better tied to the setting and story. That was something I realized mid writing, but accepted I wasnt going to pull that off in the remaining time 😆.
Well executed with such simple gameplay. I assume the leave button is not an actual button you can press? At least I couldn't find it. But I can see the purpose of that :). You had me perked up when things visually escalated at higher amounts! Hats off creating such an intense and serious vibe with a handful of pixels. It's impressive!
Takes some practice but the drunk turtle can be controlled! First I caused a major marine ecological disaster by killing all the stuffed animal whales on accident but then I succeeded in killing the impostor paint fishes. I got 240 points. What does the pink scarf attached to the turtle symbolize? Great job making a functional game!
Thank you so much! Totally agree that a bit more control would add a lot of fun. Therefore I did just push an update that allows you to gravitate your spinner to where you click and drag in the arena :). The QWER is for some modules that can be activated and have a special effect. Glad you enjoyed it!
Thank you so much for your feedback and we're glad you enjoyed the game! I have made a little update to 'translate' the technical stats into more understandable ones (but ofcourse it remains hard to communicate how the stats affect your spinner). To be fair I am also not entirely sure how the physics engine handles some of those settings and how it affects your angular velocity (which is your health). But perhaps that's also part of the fun, experiment and find out which configurations are terrible and which are overpowered.
Additionally, in the update you can now press and drag in the arena and your spinner will gravitate towards your mouse/finger! It's something I really wanted to add to increase interactivity but time ran out.
Thanks so much for playing!
FIY it doesnt seem to work on firefox but got it to play on chrome. Cute idea to play as a mechanical ballet dancer! Unfortunately I could only get to the first gem? to get some time. After that I could not find any way to continue. The map also seems empty. But nice start! I love the oldschool vibe of the graphics.
Thank you so much for this detailed report! I'll see when I can do an update but I will increase the steps when I do.
Haha I can see why the howling depths gives you frustration. I never realized players may want to go down there to explore! There isn't anything down there, but you can use this dead end to... give somehing else a "dead end".
I dont know how I missed that but the arrow has no sound 😅. When you tab into the map your cursor (should) start where your player is, so that's one way to find out. But it absolutely needs a sound!!
When drafting, he map and inventory both should be accessible by the buttons that come after the three rooms. You should be able to reach those by tabbing.
The map is wxactly for that purpose, so you dont have to memorize. I did not want a good memory to be a skill you need in this game.
The freezes happen when you open a door most of the time I wager? I've been unable to fix this bug, it's haunting me, and yes it really sucks if it ends a good run. One thing that can cause issues is the backtrack option, so might want to not use that too often for the time being.
I do plan to keep working on it. I see a lot of people enjoy the game, that's a really good motivator to keep going 😊!
Thanks so much for your detailed feedback!
Happy to hear that the game is fun and drew you in and kept you playing too. Obviously Blue prince uses a great gameplay mechanism here that we have re-used. The exercise for me personally was not to make an addictive game but rather: can I make this fun mechanic accessible for blind players. I think that worked out :).
My second objective was to make this an experience where you can just lie on the couch with controller in hand and play the game. I agree this still needs work. There is a dozen ways I can hook the controls up, it's tricky to find one that works for most people. And vibration would be really fun, I've never attempted that.
Strange how the TTS did not work for you. I think you have been the only one to report this. I'm not sure why but I'm glad that NVDA did work. This was my third objective, make it both TTS and screen reader compatible. Thanks for letting me know that NVDA windows 10 for you worked. I do get mixed reports on that.
Thanks for playing, and stay tuned for more polish and updates :).
Thank you so much! I agree the voice actors did a phenomenal job :). So glad to hear you enjoyed it.
I am curious what other control mappings would work well or better than the current one, probably will experiment with that later. You are correct about the map, it should show your current square with the blue arrow, and the focus should start there, but there is a bug when the dungeon resets, the map isn't properly resetting.
Reducing controls is a good question that I've been thinking about throughout the day. I do agree that simpler is better. The backtracking was a much requested feature in the playtesting, and getting rid of the inventory will be rather hard because various interactions depend on you actively using the right item at the right side. But there might be a better way to reorganize the buttons and remove them without removing the actual action.
Thanks for taking the time testing our game and giving your feedback!
Great job finishing a fun experience from start to finish. It wasn't very challenging, but it was very atmospheric. Just enjoyed listening to the old man rambling about the old days :P. Half expected the next day I'd be on the sea alone, with grandpa fallen ill or something. Could be a fun progression :). Really nice sound design too!
This was a nice little game! Took me a bit to dodge the obstacles but if you're doing careful maneuvering it seems doable. One thing I'd prefer changed is the echo to be more distinctly an echo and not your exact sound repeated.
Would be nice to have levels for a sense of progression, more scenery for variety, and maybe another goal like save your other canary friends! (follow their tweets)
Using linux, I wasn't quite sure how to start this game. I figured out I had to run the nw file. Then it crashed because it couldn't find a font, so I had to install that. Then it worked. You might want to add a readme to how to start the game.
Congratulations on making an audio game from start to end! I like the content warning you added at the start, and you as the developer talking to us players is a really nice personal touch.
One thing I would have liked is if the choices could be repeated. Also the pacing is very slow. Having an option to speed up the narration would be nice but also for example there is a lot of silence before I get to hear the choices. Also I clicked the mouse to select the window and give my choice, but the mouse click apparently selects option B. Might be confusing for people.
Content-wise I think being killed when you make a wrong choice is a bit strange. It feels like a cheap way out to end the run. If I make a choice that hurts someone (even unintentionally) I think it would be more interesting to give the player more choices to escalate or de-escalate the situation, and make them feel the weight of that decision. Being killed just feels being wronged.
Nonetheless, I think it was an interesting experience. Narrating every dialogue is a lot of work, the amount of choices can grow fast in this kind of system. Would be interesting to see an iteration where the pace is a little faster, and the impact of your choices more worked out!












