I'm impressed with how much you got done in a week! Very on theme with the seriousness aswell ^^ My minor complaint is that I found it hard to read dialog text of James bc as it was "written" the words moved to the left, so I had to wait for the effect to finish, whereas the other dialog always stayed where it was and just got extended.
Very good job overall!
MrArkandor
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music got a little repetitive but since you can turn it off it's fine. I think you got the gradual climb in difficulty throughout the levels right, felt more and more challenged by each one which is cool! Also, nice effect on the text when you get a score "below par".
Idk what you meant by "use 1,2,3 in the project update" since I don't see a different version available. That would have been a nice-to-have.
Enjoyed the puzzling! :)
Wow, that's a lot! I try to play and rate some games everyday, but I want to give meaningful feedback and it's genuinely hard doing that after you've played multiple games in a row. Getting to 150 is a feat ^^
Here's our game, if you're interested in office "work":
https://jerion.itch.io/very-serious-chair-spinning
Cute idea. I can feel that it's supposed to be a little silly and ridiculous. All things together, it certainly achieves that ^^ I do wanna say the main mechanic for me felt like it was the bouncing higher and higher, not the flipping. Flipping kind of just helped to facilitate bigger bounces. I feel like it would've been cool then to have a wind sound getting louder the faster you move in the air, so that higher bounces feel more impactful.
Also sidenote, Godot can do animation blending. With that the switch between running and standing still could be smoothed out a little. I do like the choppy style though, our game also has poses were the character can move quite quickly between them. Best when it feels consistent through all animations.
Silly little game overall, well done! :)
Concept is cool, the controls seemed inconcistent to me. Does the dash multiply movement? I would be jumping then immediatly dashing to get height, which didn't seem like the right way to use it. But the wall jumps were so hard to get, maybe because i really need to hit the wall and then get a precise timing? idk or did I need to press into wall? It seemed weird to me. Really like the wind sfx though and the squash and stretch on the ball
Great atmosphere, definitely felt tense throughout. Interacting seemed a little hard to get right sometimes. It would make more sense to me, if you couldn't jump close to a valve, then basically have extra long arm to turn it; and then sometimes have seemingly short arms bc you have to get just the right angle to be able to interact ^^" Anyway, cool idea though!
This one is really cool! I like the aesthetic, music is simple but nice. I think I would have like a little more lenience on the jumps, a little coyote time. Bc it felt like I was pressing jump at the right time, but obviously there's delay between what I see on my screen, then when I press, then when that input is eventually actually in the game.
I think you're also using the default pill shape for the player, which might be fine maybe, but it felt like I could certainly cheese some jumps with it. Well done though, all in all!
tried multiple times from the start but couldn't get very far.
The idea seems way to ambitious for a jam game, but I see a cool concept in there.
Obviously that's ok though, using a jam to get some eyes on your idea is fine, at least to me.
You also described it as work-in-progress, so I'm not gonna comment on things that are obvious placeholders.
So first of, I felt quite lost at times, especially in the catacomb lvl were one time I think I might have not gotten a disk and have never found a glyph, meaning i was stuck.
I do like the idea though of going into different mini worlds and searching for the "key" item, possibly doing puzzles or combat along the way to get it.
I would have appreciated a settings menu because mouse sens and volume were way to high for my liking.
Also, mouse capture in the browser should be respect when user ESC out of the window, so that I can set the volume outside or exit the game more easily.
I ran into some bugs, but that's expected when something's WIP. I might have missed out on a scene though bc of it, since the portal of the "green spruce-needle-like glyph" put me into a unending loading screen.
I do think I would like to see were this is going though, if you felt like you wanted to continue on this :)
Definitly the importance of letting other people test the game before the deadline. I was very much surprised when a lot of people said the controls were hard in our game. I was of course playing the game to test for bugs, so I naturally got good at the mechanics and therefore misjudged the experience someone would have when first touching the game - which is kind of an important part, especially in a jam ^^"
Enjoyed watching you play games, if you do another stream here's my teams game: https://jerion.itch.io/very-serious-chair-spinning
Creative use of the theme for sure :D Really fun.
The icons for weapons weren't displaying, unless playing in fullscreen.
I like the display for showing how far you are through the year.
I'm noticing though that in your screenshots your lasers have actual beams. When I played they just had an effect were the laser connected with an object. Very cool overall!
A little buggy and no actual options in the fight but I think I can see what you were going for ^^ Good art :)
Since I saw you were asking in a thread, some bugs I encountered:
Clicking the option in Diplomacy at the end didn't do anything and restarting didn't work. Also the dialog at the end stayed up for the fight.



