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renosoft

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A member registered Mar 05, 2024 · View creator page →

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I liked the multiple potential endings, and the sniping eagle ending while having to wait for a signal. Wish it had a bit more content, particularly music/sfx

Yeah, most complaints come from this one signal. Its a triangle signal of frequency 1 and almost minimum amplitude, so it's really hard to read.

Very ambitious scope, turn based strategy is a hard genre to tackle in such a short time. I liked the echolocation mechanic, and the idea that you can lock down enemies by finding and staring at them.
That being said, to me it felt like I needed more than one frog with offensive skills, or at the very least some way to display/manipulate the turn order. 
Still, very impressive for 9 days, good job!

Very clean and compelling visuals, I particularly like the deliberate use of colors to clearly indicate the status of all entities in the game.
I had a bit of difficulty playing the game because I'm on Mac and the browser build has issues with RMB (as mentioned by other people), but it was enough to make want to continue playing.
Great job!

The menu, the intro comic, the music, everything builds towards the same vibe of being an explorer inside a temple. My only complain (and its a very small one) is that I wish the rooms were more irregular shaped and there was rubble all over the place, to really sell the ruins aspect.
Gameplay wise, great feedback on every mechanic. I think the radar could've used a default back color or some other way to make the eyes stand out a bit more when you use the knockback, but other than that it was pretty clear to know what was going on.  I agree with Maaack on the knockback effect though, it didnt feel powerful enough.
It's very impressive how everything felt and worked as you'd expect it to, clearly a very polished game despite the time constraints, congrats to the team for a job well done ☺️

Going from the description, the game had a lot of effort put into level generation and the like, but to me it felt like the core mechanics needed to be fleshed out first.  For instance, the game is a straightforward "get to the end without getting caught", except the enemies don't actually do anything to you.

I liked the smooth transition between intro to gameplay, and the music set a really chill vibe, so it caught me completely off guard that were multiple dudes constantly behind me. Shooting does work, but there's no visible gun and also no reticule to aim, so it was impossible to tell if I was gonna hit something or not.

The game opens in complete darkness and the flashlight isn't available until you talk to the dead guy on the floor, but you can't see him becuase it's complete darkness. I was about to stop when I randomly got the prompt to talk to someone

The presentation is really nice and it's cool to see the sharp contrast between day and night and what it does for the tone of the game, but I found the turning radius of the boat too abysmal to try to do more than a couple signals. It simply took too long to get anywhere, and most of that time was spent trying to fix the direction of the boat

I'm glad you liked the puzzles! I was worried they would be hard to read or awkward to solve (like that 3rd one on normal), in fact the original plan was to have up to 4 signals at the same time but during play testing they all felt really really bad. I think zoom options on the oscilloscope would've expanded the range of things the puzzles could do, but alas, hindsight is 20/20 :D

Thank you for the kind words!

I wanna like this game, I can see the effort put into all the different aspects of it but I felt very overwhelmed by the cascade of mechanics thrown at me. It felt like trying to learn 3 game's worth of mechanics all at the same time.

The ship building is definitely the best part of the game, I appreciate that the enemy ships follow basically the same rules as yours. I wish there were more options to the guns themselves, right now the game felt like you're "stat checking" the encounters.
Still, really fun, great job!

This game is not gonna be for everyone, but boy is it for me :D
Im a little torn, on one hand I like the little narrative that it's got going itself, but also I wish we could play more with these tools.

I was curious, thank you! 

Really nice visuals and I like the mechanic in concept, but I ended up finding it too precise for me. Even when I knew the route I'd either slightly misjudge the wall or I just didnt have the hand control to follow through, although that probably feels a lot better if you play on mobile

Very good execution overall from presentation to mechanics. I particularly like using the same screen for menus, tutorial and the actual game.
The gameplay itself was pretty fun, on hard it felt like sometimes I was getting into impossible to avoid collisionsbut it might just have been a skill issue. 
Great job!

The platforming is very snappy and the light system is pretty well implemented. I wish you'd be traveling forward after every level instead of back and forth, I know it doesn't change the game but it didn't feel like I was going anywhere. 

Interesting concept. The reader for the morse code is very responsive, once I got the hang of it I felt like I always got the reading I wanted. I wish the difficulty didn't reduce the visibility and instead added more obstacles,  right now I just end up spending most of the gameplay time slowly scanning the area to find a valid path.

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Hard to say if the game is good or not because I didn't know what to do, I was asked for attack/defense values with no context and then a series of menus that didn't seem to do anything? 
It could be the game misbehaving, I played this on Mac in case that matters

The music is quite oppresive, but it stops abruptly at some point :(
I would like to have a bit more feedback when things happen, it's hard to tell what happened sometimes

Cool soundtrack, very fitting for the game. The visuals are also very consistent and easy to understand. I get that the idea is that if you hold click you get a signal that affects multiple ships at once, but it always felt a lot more reliable to just click on top of the ships to make them rotate as needed.

Very nice and cozy puzzle game, solid length too. The slow introduction of puzzle elements was appreciated. There are some unintended solutions here and there but thats basically inevitable with 9 days of dev time. Really good entry overall!

Interesting concept with pretty cute visuals, shame it wasn't explored further. 
One thing I did notice, sometimes you can signal the fireflies and they will spawn right where the frogs are and get eaten, and other times they'll spawn on top of you.

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Nice and cute sokoban game ☺️

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I saw that comment on discord too, but that was not me. These signals are nowhere near complex enough to require fourier 😅

Thank you for the kind words!

Loved the aesthetic, both visuals and sound. Great job!

Loved the aesthetic, both visuals and sound. Great job!

Agreed on all accounts. Ive added all those details to the main list of missing things/bugs.

For what is worth,t's clear where the effort went in. I really thought I was playing a 3D game until i read the comments on  how you were faking everything using normal maps. I think this is a case where you should disincentivize players (like me) from completely foregoing the flashlight, maybe some frogs leave you a bomb instead of a key so you have to at least confirm you're not picking up something nasty.

Thank you! The dialogue was made using the Dialogue Manager add-on, I would strongly recommend it to build anything except a VN.

I actually did try that, but translating angles into numnbers into actual signals and back was too much for me

Nice visuals, the voice acting is charming but not for me. One thing I had issue with is that the flashlight is not actually pointing to the same place the cursor is at, so I just ended up not using the flashlight at all since there's no penalty to simply catching any frog asap

I agree with some of the other comments, the randomness of the wind was a little annoying at times.

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Great visuals and just overall atmosphere. I love the way the starting room is framed against the constant light of the lighthouse. I wasnt able to solve the lock puzzle but I think I did solve the first message? Not sure.

Only nitpick would be that the light changes color as its going through the office, which confused me for quite some time.

Edit: Actually, one more small thing, interacting with the computer felt a little awkward, the delays were too long between any actions

Really liked the presentation, great use of the signals too (sine vs triangle) to indicate different things on your radar. Kinda wished you could still use the mouse to bring up the tablet/interact, every control on one hand feels awkward at times

Very very cool game. Love the minimalistic approach to everything. Didn't get super far (only to the first checkpoint) but I really dig how responsive the game feels.

The idea is definitely unique, but I don't have a numpad so the game is basically unplayable for me :(

The puzzles got fairly complex really fast, it felt like I barely understood what was going on before I got sent into the deep end >.<. Would be cool to have a way to restart the level without discarding all of the signals on the map, feels bad having to redo the entire setup everytime you test a solution

Very nice concept, the puzzles are pretty straightforward but enjoyable with some charming visuals too. Only real issue I see with the design is that, since statues don't move unless you do, you end up having to go back and forth to get extra "runway" to move them, which is a bit repetitive and can lead to the player accidentally hitting the edge of the screen and losing all their progress

The concept isn't bad but the game needs state management of any kind. You can interrupt any action with any other action, including dying. So if you mash enough you can always win even with negative stamina

Cool concept for a puzzle game, the green emitters in particular were fun to play around with.

Small complain, I wish I could move the camera a bit further. On most levels I had no idea where the flag was and what would be the challenge to get there, and I found myself trying to place signals at the edge of the screen constantly, and I still felt like they were not as far as I wanted them to be