A unique take on the theme! i really liked it, as i like timing things well. The art and sound design were nice!
RhetoricalSandwich
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I am not a big fan of idle games, but i am persistent. I thought that it was fun, and the art and sound design were nice. If it weren't so chaotic, I'd be feeling goosebumps. When i first tried to play this game, i left, for i thought it had crashed. little did i know that it was just loading for a few seconds. all in all, a pretty good game.
I can assure you that it is not a problem with firefox, as i had tested it in the browser in both mobile and desktop. The invisibility persisting after death is unintentional tho, and you are not supposed to be able to access the light while you are invisible (as you are in a vent). I do not think that i can help you further unless there is some other breakthrough.
was it possible that you ran out of time right before entering? i ran into that problem a few times in development. (also, killing the guards decreases your time). were you *inside* of the beam, or did the level reset when you touched it? if the latter, i'd chalk it up to unfortunate timing. (if you do test it again, watch the clock as you enter, if it hits zero right before you enter the light, then the level resets)
This is really cool. The polish level makes it seems like a piece of a full game. I really liked it. I'm not the best at shooters, but the whole timing, puzzle, and strategy aspects definitely helped with my skill and enjoyment. I love the art direction and music too. also, I find it funny how many people had the same approach to the theme as me lol. If a full version is planned, i would gladly play it.
I did not expect to see something like this from the Lemaitre Bros. (only played straftat and babbdi). I am even more surprised to see something this polished in a game jam! I really liked this game, and even though I'm not the best platformer, the sound design and visuals helped a lot when making tighter movements. I loved it!
It is very anxiety inducing, I am not good with stress. then i thought i shouldn't quit. it was difficult, but fun. the payoff of winning is greater than the stress and dissapointment of losing. i was surprised to see how short it was, but for a little experience, this was a great one. the controls were a bit clunky, but i assume that was the point a la Bennett Foddy. the music captured the mood very well and i thought it helped the whole 'anxiety' part. (idk why i'm writing so much lol.)
I thought it was nice, but i can't get past the 3rd level as the purple balls hit me with seemingly no way of going around them. other than that, i thought it was cool, gives crypt of the necromancer vibes, i just wish that things were more consistent to the turn based timing. also, i thought that the wait between levels was a bit annoying. the music and art are pretty good tho.
it was fun, I liked the battle mechanics and the visual and auditory style. the fighting seem'd a bit difficult to wrap my head around, as both the wheel operated differently, and it was somewhat unclear what I was supposed to do. I was not able to finish it, as I got somewhat dissapointed when I found out I lost all of my progress upon death. I would suggest also adding mouse controls for movement if you do end up updating it. that could make it flow a bit nicer since everything else uses the mouse.
Thank you for the feedback! I too agree with most of what you said, the pitch was recorded in one take, the music was rushed within an hour, and the gameplay was what I came up with for "what is the simplist thing to program without running into problems". All but two attacks are randomly timed, those being the clay faces and the lazer beams. I'm glad that you liked the art and story. I'm probably not going to continue on this game, but I do plan to continue using stop motion and live action footage for game assets in the future, and have been for a few projects I'm currently working on.








