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Onocentaur

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A member registered Jan 03, 2021 · View creator page →

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Thanks!

Really like the different components of this game.  Kinda confusing at first to see how it all gels together, but man that intro is cool.  Lots of quick hooks to draw the player in (whether it's the intro, or the digging mini game, or the fights, etc).

Dig the character animation.  I don't mind the momentum of the character, but you gotta get rid of the rounded edges on platforms making the player slide off all the time.  It would be fine if it worked consistently, but way too many times I was unable to control the character because he got stuck in the slipping on an edge animation.  It's just too finicky, especially since you added sections where precise jumps were required.

Great set of puzzles.  Same general feedback as others about clarity, but it's super limiting with the 4 color palette restriction.

Dig the vibe of this game thru and thru.  I really like how the sonar works.  The sensitivity of the sub on the walls is probably too high, for the jam especially.  I struggled to piece together 10 gold, bought a mine, then exploded on a wall before I could use it.  Maybe just give the player back full health when they die?  It felt like a struggle to get started, but once it gets going, top tier.  Love the music too.

Interesting feedback.  There's probably room here for some how showing the player what their current momentum is so it's more clear.  The player has a momentum range between gliding and diving, which maxes out at a terminal velocity.   Coins fall at their own speeds as well, with their own terminal velocities (visually distinguished by how fast they spin).   So how fast the coins go by is partially determined by how fast you are falling... this is true for all coins, but some of them are falling faster/slower relative to the player.

The floaty controls were a design choice.  Aiming to feel like what it would feel like to actually skydive, but that's definitely not for everybody.  I also considered doing a more cartoony approach (think Goku- or Iron Man-type physics), but ultimately wanted something more "realistic", in as much as that is possible in a 10 day game jam.

Thanks for checking the game out!

That was fun.  I like the looping though I was confused consistently which side of which level led to which other side.  In the end the mine cart got me, like so many others. 

Really enjoyed this.  Takes a bit long before it really opens up... but glad I stuck with it.  Could see this expanding in a bunch of different ways.

I spent (too much) time trying to make music and just don't have the skills for what I had in my head.  But I realized immediately after the deadline that I could have made a track of whooshing/blowing wind that would have worked well as a more "natural" feel.  Slightly raise the volume while diving... that would have been a simple solution to at least have something playing in the background.  Alas, we live and learn.

Thanks for playing the game!

Yeah I didn't implement a "skip to the next scene" button, but if you press Q during any part of the opening narrative, you can skip the whole thing.  Any of the end of game scenes can be skipped as well.

Thanks for playing!

I like the orthogonal + directional controls, that's a real brain twister.

I like the orthogonal + directional controls, that's a real brain twister.

Very fun, easy to understand.

I love the fade to squirrel.  got killed by the tree fox.  10/10, would play again.

same as tripod mentioned: got stuck after cleaning the first item in the tutorial.  the "move with WASD to clean the object" text never went away and it seemed to be stuck.

cool concept.  hunting for the last pixel of dirt on the object was a little tedious (what is dirt vs shadow becomes a problem), but otherwise I like the aesthetic.

the combo of the timer and the music made this game feel pretty intense.  I liked the progression, especially the tools that built on already existing elements.  being able to easily look up what all the bonus effects are (after the initial unlock) would be useful.  definitely an addicting game.

This is a small detail, but I love the little dust trail that follows you as you move.  It adds so much with like 5 pixels.

Whole package is super fun.  Great work.

That music is pumping.

Not sure what I am supposed to do though.  Once I get on the boat it's game over?  I get the sense there's supposed to be some shop/progression here, but I can't find it.

the eyes haunt me.  Definitely big points for style and theme.

Feature request: I want to be able to switch fingers.  Perhaps using the right finger in the right hole at the right time awards bonus points. 

Arrow keys not working, can’t remap if you can’t get to settings.  Gotta be something about my setup.  Using Safari on a Mac.

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What are the keyboard controls?  I couldn't get anything except the X and Z keys to do anything... so I could get thru the title screen and into the game, but cannot move the character to get the crutch and actually start playing.  I tried both the original post and the fixed one you added after.

After delivering the first package and being told to do more, I thought "this map is too small"... I was not prepared.

This was a lot of fun.  Good balance of weird and fun controls.  Going full 3D in low-res 4-color is also bold (but well executed).

I really liked several parts of this game.  The funniness of the twisting arm finding the objects, all the cleaning and repairing mini-games, etc.   It's all very well put together with the narrative.

Using Safari, I got an error after the title screen: [Error] Loading FSB failed for audio clip "text".

I'm guessing this is a sound effect that's supposed to play when text is drawing to the screen.  It doesn't stop the game from working (aside from maybe that audio clip).

I think I broke it, similar to the previous comment about not being able to reset the oil reserve / drill.  Cool concept.  The only part that got tedious was walking back and forth between locations.

This reminds me so much of old NES titles like Skate or Die.   Should add tricks you can do when you jump above the waves.

Vibe was great, loved the music.

Lol, originally I was going to have the ground just overtake the screen with a thud, just like you say.  With the weird angle I used, it looked super weird.  Having the character visibly splat on solid ground also seemed... grizzly.  Thus the ocean splash.  Solves all the problems in 4 frames of animation.

I was using Safari on my Mac when I tested this.  I’ll try a different browser later.

Good looking pixel art and animations.  Like others said, add some progression of some kind and you'll have a game on your hands here.  Maybe have an enemy variant that steals the gold horde instead of attacking you... then the player has to balance defending themselves and defending the gold.

clearly I am doing something wrong because people have been playing this.  the start screen doesn't do anything for me.  I can move around the little eye, I can make the word "settings" appear, and if I press Z there's a dinging... but I can't actually play the game... what am I doing wrong?

115 is really close to that special ending... but yeah you really gotta figure out the diving to make it work.

Every good franchise needs a mustache twirling villain.  Twirlstash will return...

Thanks for playing!  Yeah the SFX/Music was planned, just ran out of time.  Definitely something to work on for next time.

too many good things to say here.  this is very well put together, looks and sounds great.  definitely on my list of favs so far in the jam.

making the overlapping blobs get destroyed as one was a nice touch.  like others said, add some progression / levels / etc and you've got yourself a stew going here.

The super smooth turnaround animation sold me immediately.  And how the lantern illuminated the background.  Chef's kiss.  Love the lore.  The whole thing was super cool.

definitely a neat effect albeit chaotic.  no idea if it's possible to win... that said,  if I had had this on GB when I was a kid I would have been all over it.

I did manage to escape the map somehow.  I rode a giant egg and jumped off of it over the edge, I think where the shop exit is supposed to be (maybe?).

That was a good time.  Thanks for making it!

Cool game mechanic.  How do I know how many time I can turn things to gold in a given stage?  It seems like I had some limit (maybe 3?) in the third stage.   Some kind of indicator would be helpful... or I missed something?

nice first game.  at some point, because the game goes faster and faster, it becomes about dodging the asteroids rather than collecting gold.  I made it 2:55!

A fun mechanic, well implemented.  I appreciate the shadows of the enemies forecasting where they will be on the next reset.

Might be helpful to add a clock/countdown element to the screen.  I was uncertain at the start if the reset was purely time-based, or if it was based on a certain number of moves from me. 

Thematically it's an interesting concept... it's a memory game about a fish with no memory.  Making the player feel like the fish is the ultimate achievement I think... which I think you accomplish in a couple of the rooms.  They are complex enough to make me forget what the other forms of the room were and how to navigate them.  Well done.