Thanks for letting me know. Honestly I'm struggling because I have no idea what causes it and neither me or my playtesters had this problem. I guess I'm just gonna have to disable the web build for now, cause the desktop one should be more stable.
Mentel
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Oh yeah, it is the same concept :V. Anyways it's pretty good, I like the inclusion of networks, it added something that isn't a part of most deduction games, which is pretty cool. Here is some feedback:
- Texture filtering: Everything is blurry, I don't know if this is a stylistic choice, but for pixelart I would change the texture filtering to nearest, so it remains crisp, especially that you can always add other post processing effects like bloom on top for a similar feel, with more readability.
- Fonts and text: Now using HD fonts with pixelart can look alright, especially when separated, and having an option to turn on a normal readable font is alright, it would still probably make sense to use another font, pixelized one probably would be best, but other more angular fonts could also work. Another thing is that the character numbers like to blend in with the text box sprite, so either move the text box, move the number, or color the number, anything to just make it legible.
- Gameplay: As I mentioned at the start, I like the networks, they're pretty cool, but I do have some problems with the characters. There is usually a small amount of checking characters, as in characters that allow you to pick a person and deduce whether they're good or bad, which can sometimes lead to moments where you reveal everyone on the board and you're saddled with people who tell you nothing useful, because they randomly decided to point towards someone that doesn't even matter. Another thing is that even in the premade puzzles you sometimes get screwed over by roles like Assassin taking out an important role without which you can't solve the puzzle cleanly, which becomes a problem when characters like godfather take away that sometimes required safety net. Now this problem is part of the fact that the character count is limited to 8, which together with the fact there can be 3 character from the mafia, can lead to a small imbalance when features like poisoning can change the ratio to 4 liars and 4 truthful characters.
- Selection: I don't know if it's just a me problem or an overall one, but sometimes when revealing a character the input also selects that character for ability use, which can be problematic when revealing multiple characters one after another, especially that there is no sound cue for when you beginning selection, making the only real hint that one is selecting, the fact that the name turns green and the character portrait is slightly bigger.
- Pause menu: which feels like a thing that could have been easily added since you just had to hook up the settings menu to show up on a button press. Currently there is no way to adjust the settings once you start, but this could remedy that.
Apart from that though? This is good, I like it. The layout is definitely better then mine if a bit less polished, but the gameplay is really solid, despite the couple flaws.
Yeah I didn't realize the carousel will be as much of an issue for people, since it didn't come up in the feedback I got from play testers, but I'll definitely keep it in mind for the future. Honestly I might check out your game tomorrow, just to see how you handled and executed the concept in practice.
This is a shit ton of people for a jam, damn. Anyways, the feedback:
Visuals: The art is good, though the play space is missing some effects, a vignette is always a cheep an easy effect, just a gradient texture to fade out the edges and add a bit of depth, even with a faint one. A good idea would also be background panning, so there is a bit more movement during gameplay when you move the cursor, another part is that a common effect with card selection is to make them scale up when selected to mimic picking them up. Also the tweens could use different types of transitions, cause linear rising and falling feels a bit robotic. Oh also change the default theme of the sliders in the settings, it takes a minute and makes the whole thing feel a lot more polished.
Gameplay: I mean it is a bit easy, making the items kind of useless since you can easily win just because of the AI being kind of dumb. Also it would be nice to have even like an in game tab to check the rules, cause not everybody will check the description and the game kind of starts you off on a timer since you're not the first in the turn order.
Apart from that, the sound design is good, again the art assets are pretty, but needs a bit more life, and better opponents would be nice.
Yeah, I wanted to add a way to mark suspects on the list, but I had some other stuff to do over the weekend. When it comes to updating the list, it wouldn't work great, since once someone dies without getting investigated you lose the ability to read their role, so if that happens automatically would give more information than you should have, but yeah I should have just bit the bullet and implemented the markers. Oh and congrats on beating all the stages. I will say that if you ever want to see all the roles, you can try again or go into the endless mode, since not every role shows up during every playthrough, even if most of them do.
Alright, I finally have time to leave some feedback. So, in terms of the good things, is the fact it has voice acting, which is a nice touch for a jam, especially with a game this heavy in story, and it does introduce its mechanics well as a puzzle game, though some minor points:
- Narrator: some interruption sound for the narrator to maker when you don't let them finish like an "Oh." or "Hm.", so it flows a bit better. Also it could be nice to have the dialogs split up a bit more, so the narrator can return to what they were saying before, if they didn't finish it the first time. Another thing, during the ending sequence if you pick the button before the tape ends, the narrator will still say "Don't press the blue button", even after you already pressed the red one.
- Movement: A setting to turn of the camera bob, personally not an issue for me, but for some it might cause motion sickness, plus a raycast/shapecast check for the ceiling when crouching, so the player input takes effect only once you get into a spot where you can stand. Also something small, like a darker vignette when you're crouching could help the player realize what state they are in.
- Level design: while I don't have too much qualms with the actual puzzles, I would like to see either some more textures, or highlight around some edges when there is a hole in the wall, otherwise the player can just miss them completely since the rooms are dark, the walls don't have any contrasting patterns and those rooms don't have any light highlighting them, nor any dramatic light escaping them.
Well either I have great luck, or I'm just a quick learner, first try. Now I wanted to leave a detailed list of points on what to improve on... but I kind of don't have any in terms of what the game is. It does what it set out to do and everything surrounding that works well, the sound design was good, the art didn't have any egregious faults, the game design was solid, it's just kind of a good card game adaptation.
Thank you, I tried my best to make the curve passable, even with the fact it is getting randomized each time, so there is only so much I can do to keep it well balanced. The cigarettes as volume sliders is something I came up years ago for another game and I decided to remake them for this one, because it's such a fun detail and very in character for noir.
Alright, it took me playing a round to understand what exactly are the rules, but after that I did beat both medium and hard first try. Overall I think it was pretty good, though I have some points:
- The UI is really blank, there just isn't any central theme for it, it feels generic which doesn't mesh well when the game focuses so heavily on it.
- The color scheme could go for a change, there is a lot of different bright colors, generally I wouldn't go over 2 or 3, plus black and white, otherwise it doesn't feel right especially since you aren't using any color harmonies.
- Gameplay wise it feels a bit too random, I feel like the player has too little effect on the outcome, unless you're making a horror game you should try to give people as much choices as you can. But here it did bottle down to just placing a bet (which quickly became limiting after the first one) and then either calling a lie or not, based on, very limited information. Kind of felt trying to predict a random number generator, while knowing the range, rather than solving a puzzle.
- In terms of QoL, it would be nice to have a fold or give up button, so you can reset the game where you don't think you have a chance anymore, to speed up the gameplay. Also the animations could be a bit faster and the shape selection could show every one to make it a bit easier to pick.
- The music has a bit too much progression for a base track, generally you want less changes in the: key, instruments, and melody; if you're planning on repeating the music a lot.
But other than that, it was nice. It felt finished, which is something I can't say for every game in the jam.
The second Bulldoger game I've played \o/. Honestly it's good, I think it was solid over all, my only qualms would be the fact that the game doesn't full screen so my mouse kept escaping, when scoping it doesn't always center the zoom on where you aimed and...
The fact the the sniper keeps picking the worst fricking spots, like mate, I don't think there are angles with more obstructions.
But yeah, overall really solid.
Why am in the credits? Especially as the team lead, that seems a bit... you know, misleading, seeing that I said a grand total of 3 sentences in the chat during development, none of which actually were related to game development... anyways, this shit is confusing.
- Cranking - alright, I get what you guys were going for, but it tends to act really clunky which seems problematic in a game about completing stuff on time.
- Cooking time - I don't know if it's just me, but sometimes even on low heat the cooking level would jump straight from green to orange and I have no idea why, or if it is even an intended feature.
- No settings menu - or any sliders for that matter, which is kind of problematic for 3d games where your cursor is locked, for me the game started with way to low sensitivity, so yeah was kinda hard to play till I upped it in my pc settings.
- Static menu environment - this is a small one, but you already had particles for the grill, why not add them to the main menu, so it doesn't feel so lifeless.
- No prompt for food pickup? - once food is placed on the grill it no longer displays the pickup prompt when you hover over it.
- UI and environment - the in-game UI has very high saturation, which kind of clashes with the rest of the 3D environment which is a lot more washed out, which kind of makes the game feel less polished.
Alright that's it for the pointing out the things that probably mostly were caused by the fact you guys were rushing to finish it at the end. Honestly I enjoyed the SFX, apart from the UI and very flat lighting the graphics were nice. Also Typing I can't believe you complain about me making top down shooters in different genres, while pretty much making Farly's Flower Shop 3D and calling it a day.
Thanks for the feedback, yeah to be fair I generally don't play nor make bullet hell style games, so this was kind of a first. Honestly I agree with all the points, I wanted to do stuff like more custom upgrades, some more enemies and a boss or two, but I just didn't have the time to do it, with the little time I had to actually develop this game. Though I would say that the difficulty slider idea could have been added if I just played more games of this type and knew that that is a thing that's done.
In terms of the update written on the bottom of the page, that was something that I fixed in the 24 hour period where we could fix some stuff, technically wasn't a game breaking bug, but it was too difficult so the damage enemies deal and the accuracy of tracking was decreased, that's why it feels more or less good right now.
Had so much fucking fun, this is one of those games that I regret having more ratings than, because this was an absolute blast to play through and I feel like this is the game people should have played. So many cool design choices like the regeneration on low health to make scraping by on low health more likely, the amount of choices that stem from the enemy design and the basic moves that the player has despite using only two buttons and the spin up which really immerses you in the experience. It's hard for me to even leave any glaring points for improvement.
Well it started with setting some constraints: I won't have much time to work over the week and I want something that will be at least semi unique (I didn't want to do a gambling game since I figured that's gonna be the main interpretation.
When I started brainstorming I quickly came to a realization that I will need an arcade game if I want to finish this on time and from there it was mostly just the fact that I was watching some videos about a building game where someone was constucting a plane and I figured dogfights kind of happen in big circles so that could be work.
This was indeed very serious. I do have some feedback though:
- First of all, resetting, it's really clunky having to reload the page every time I want to try to play the game again, just a simple get_tree().reload_current_scene() when the player presses a specific key or enter once the game finishes.
- The text is a bit too fast, some of us are slower readers and some don't have English as their first language, so it can be difficult to even read everything, especially the first time since there is no warning that it will autoscroll.
- The game is missing SFX, the ambient is nice it's better than nothing, but sfx is one of those things that you really notice when there aren't any.
- Lastly, I would recommend switching the font, because it's easy to see when you keep the default engine font or ui, and adding a different font takes just a couple of seconds, but it makes the game feel more finished.
Still, I had some fun and despite the default ui theme in some places I enjoyed the visuals.
I feel like there should be some sort of epilepsy warning, since it's pretty hard on the eyes. I feel like the idea is very clever, but the game is really hard to read and with the addition of no tutorial or how to play section the player is kind of left to figure it out themselves. I feel like the game might benefit from a camera that doesn't rotate with the player, since the attached camera makes it really hard to gauge how fast you're spinning and if you're spinning faster or slower than the car in front.
Why was it somehow better than randint's and cloudi's game? I don't even have that much criticism, since the fact everything is kinda ass just plays into the joke.
Voice acting: I won't talk about the contents, but since you already started it would have been nice to have some idle dialog while you do whatever task it is you do for the level.
Settings Menu: You could have like at least changed the background to the same blue, instead of leaving it with just the default gray.
Jumping: It felt a little awkward, a higher jump, higher gravity awhile falling and a bit of hang time could have gone a long way. Though it was unnecessary for the most part, since you could reach most orbs from the first step.
Hi boys, so... there are problems.
Level Design: Overall was fairly solid, but especially with the 2nd level it could feel more like fumbling around looking for hidden passages, rather than puzzle solving. Like for instance I completely skipped the path to the switch after the lava lake, since every other switch is on it's own path and it's a dark rock climb on the side of the wall that's almost invisible when the screen gets dark, the only reason why I even went that way, was because I already touched every other wall around and finally saw the rising stone above the skyline.
Collisions: I don't know who handled those, but seriously, why do some random stones lack collision. On the flip side, why do some pits have shelves that DO have collisions.
Box: Why does it cover like half the screen bro, I just want to see where I'm going with it.
Platforming: Is there even coyote time? Because it didn't feel like it. Overall the player controller could use some work, acceleration, deceleration, hang time, higher fall speed. You know standard platformer stuff.
Cursor lock: Mostly a web issue sure, but it would be nice if it would unlock the cursor when you press ESC so you can actually full screen the thing if you exit out of it.
Weapon Sway: Or more adequately item sway for this game I guess? It would be nice if the "strange device" wouldn't feel so static on the screen and would sway a bit when moving the camera.
Apart from that, it was still mostly enjoyable, the actual puzzles were nice and the graphics were coherent.
I'm pretty sure the screen turning red is a problem with WebGL and not specifically anything I did. The shotgun actually is fairly powerful to be fair, with the only caveat that you have to actually switch to it. The bat was kind of just there because we wanted something to push the story, but I agree that I could have buffed it, I don't know give it higher movement speed or smth. When it comes to skipping text, well it's kind of possible with the current setup minus the first cutscene if you spam Dialog Forward, since it fills the text box and then goes to the next, but a full skip button would have required more work because of how the dialog events are programed. But anyways, thanks for playing and I'm glad you enjoyed the game either way.
I like it, reminds me a lot of Into the Breach, in a good way. The character synergies were pretty fun, though there are a couple bugs and some descriptions can be unclear as to specifics, like adjacent could mean either with or without diagonals. But overall enjoyable game if lacking a bit on progression and content.



















