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LMC_Jarred

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A member registered Jul 09, 2020 · View creator page →

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I got stuck after picking up the purple thing in the second room. I was able to walk, jump, toggle state, and interact/advance (E) just fine, but I couldn't climb, attack, block, dash, or sprint, no matter which state I was in, nor did I understand what the different states actually meant. Maybe my game was bugged? There were times that a white border would appear on the screen that looked like they were supposed to be hints or something, but I didn't see anything.

It seems like this game has a lot to offer as the opening presentation is great, but unfortunately I can't reach it. Either this was submitted in an unplayable state, or the way to proceed just isn't conveyed well enough. I would love to see this improved, though! Also, being able to change keybinds is something I'm always excited to see in a game, as it's a great basic accessibility feature.

Overall a fun experience. My biggest issue was clicking "Retry" after losing taking you back to level 1 instead of retrying the current level, but I'm sure that's a simple change. I did crash a handful of times when retrying or returning to the menu, but my progress was saved when I refreshed, so that was more of an annoyance than anything. Wonderful visuals and music, although it would have been nice for more of a difference in sound effects between cavers reaching the end and bats killing them. Difficulty curve was not too flat and not too steep in my opinion, and that tutorial was great! Caving in the mountains fits the theme imo, although sadly there was no fog, so I have to give 1 star for that. Maybe you could have had fog blocking parts of paths but show cavers', bats', walls', and maybe rocks' silhouettes through it? Regardless of any criticism, though, I had a blast playing this, and I made it all the way to the end!

If you want to continue with this game, one more suggestion I have is an adjustment to the mouse movement. If I have my cursor up against a wall on my right, and I move my mouse diagonally up and right, then when I come around a corner that allows me to move right, the cursor suddenly teleports further right, seemingly to where it would have been if the wall hadn't been there at all, so it seems like there's some desync between the actual mouse position and what shows up on screen.

Difficulty spike felt a little too steep once the fog rolled in. I also couldn't figure out the sound cue for the boulders, and I was having a bit of trouble locating the chimes, but maybe that's just a skill issue. Otherwise, I loved this! Even with no music, the ambient sounds were great and atmospheric, and the sound effects felt perfect. Love the simple pixel art style, and the fog mask looks great too. I could totally see this being taken beyond a game jam and made into a fun little browser game, maybe even with procedural generation further down the line.

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Seriously impressive for something made in the span of a game jam! It felt very polished in just about every aspect, and I only downloaded the original one. (I think I'll wait until the full game is out to replay, despite there being a more polished demo already.) Some of the sound effects like the bustling people around the carnival were a little loud and jarring, but that's my biggest complaint. I was also expecting to hear dialogue from the MC since I saw a slider for that, but I assume that will come when the full game releases (or the slider will be removed, either or). Last criticism, it took me a while to figure out what all the buttons at the bottom of the dialogue window meant because I was so enraptured in the gameplay that by the time I wondered, I didn't want to risk messing things up. Maybe adding text alongside the symbols would help that.

As for what I loved, I'll keep it brief despite how much I loved it: The story enraptured me, the character designs and voice work are excellent, and I loved how stylized everything was. The customized menu layouts and the inclusion of picture and music galleries were very welcome surprises. And that's not even mentioning the fact that you apparently not only prepared four single-character routes but also six successive two-character routes—talk about dedication! To your whole team, keep up the great work!

Very impressive for a 48-hour game! While I found very little need to use the sword outside of the final boss, and I thought the scrolling speed could have compensated a bit more when the player gets to the top of the screen, everything else about this was really fun! Gravity changing in platformers is always a win in my book.

Very good game! The only criticism I have is the simplistic visuals, but even those aren't much of a problem in my opinion. The simple action of putting the little gray things on the player to indicate the direction you're facing was charming enough for me. The mechanics and the level design were really good. The final level was really challenging and took me a while to figure out, but since it was the last level, I don't think that's too bad of a difficulty spike. This one was really fun, and I'd love to see more like this in the future!

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Having the other souls move on their own is a great twist on the singleplayer-multicharacter platformer. The game is charming, and the puzzle design is pretty solid. One criticism I have is that some of the puzzles seem to have a bit too much of a difficulty spike, specifically the one that introduced the yellow souls and the one that introduced the jumping soul, the latter of which I was unable to solve, but that's just me. Also, I think that expendable souls should be more obviously marked as such than just having the text say so, unless I missed something. Overall, very fun game. I'd love to see this developed further.