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
renosoft
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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 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!
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!
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.
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.
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.
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
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
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



