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ShadowFlameDragn

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A member registered Sep 07, 2022 · View creator page →

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Thank you for the feedback, I'm glad you enjoyed it as well! Another layer of interaction makes a lot of sense, especially with how big the tunnels are, more things to do would help make the traversal more interesting. Changing the controls for the fans is pretty simple so I will probably update that once the jam is over. 

Thank you so much for the feedback! I do apologize as well if the map was not a lot of help with navigating the tunnels, I will definitely make sure to test out having closer walls to help with this. The propel mechanic makes a lot of sense as well, I probably should have made it a toggle instead of holding it. Definitely a lot of QoL things to keep in mind!

Happy to hear! I do apologize about the difficulty, I definitely wish I spent a bit more time testing it out, A lot of the enemies were added near the end of the jam and I hadn't accounted for that with the player's 'healthbar'. Definitely adding that to the list of things to update after the voting period is over!

The art is not premade, I did it all myself throughout the jam! 

No worries at all to both of you! This happens in jams for sure, so I apologize if my comments came off as harsh. The core gameplay and idea was a ton of fun to play, it just made some of these small details stand out a bit more because the main stuff was working so well! Happy to hear that and update is coming out as well after the voting ends, if you're planning more in the future I'm excited to see it!

Glad you enjoyed the art style! Sorry about not being able to complete the game, the text was hidden a bit but pressing 'E' when you are near the rubble should clear it away!

Cute artsyle, I really like it a lot actually! The transitions between the different scenes is also smooth and solid, I like the narrative style of this game! It is definitely pretty short, and having a back button for certain areas/more endings would be nice if you plan to add more to this game, but what is here is neat! There was a bug I noticed in the cave section where the look back was not working if you went further in, but otherwise things worked well! 

Solid game, short but simple and effective! I think if you are using left click as the primary fire WASD would be a better keybind for movement, arrow keys gets the job done but it is a little awkward having both hands on the right side of the computer (if you are left handed then this probably isn't an issue?)

Otherwise awesome work! I like the sprite designs as well, they look very nice!

Very cute, I really like the frog character! Took a bit of time to figure out the pinball customization but otherwise was a ton of fun with the pinball!

Solid game! I enjoyed the simplistic art style a lot, the expressions on the final boss were pretty funny to see! The way the octopus moved as well was very cool to see! My only complaint is sometimes the random generation of the obstacles created a no-win situation, where the entire screen was blocked and you couldn't get through in time because you'd bonk too many times. This was more apparent in the later levels but overall it was still usually winnable in most situations!

Great work to the team on this game!

This was a lot of fun! The lack of a tutorial and extra clarity on things made it a lot harder to understand how things worked for a while (especially when you weren't underwater), but eventually things made sense and I got to the credits! I love the pixel art everyone, the visuals are fantastic! Music is great and I like the adaptive change as you go deeper and deeper and change between the dock and kitchen area. Mechanics are solid but it again the lack of the tutorial made it a little hard to piece things together for some time. 

The only complaints I have are a few areas that could use some polishing. The core gameplay is solid, but the lack of polish in some areas does muddle it a little bit. The music for the kitchen and dock seem to overlap when you are in the kitchen area, so the music kinda turns to white noise at some times and is quite loud, leading to the music being a little grating there. A lot of sprites do have collisions but there are certain areas where they are layered a bit awkwardly, so the player clips on top of so many sprites in the overworld, like the trees or the tables or the crab pinchers. Again no tutorial means no direction on how anything really works, you kinda just have to keep experimenting to see how things work, which was fine but I can see how people could easily get stuck without any help in some cases. For instance, the 'tab' key not being listed to view the recipes means people could never figure out how the mix foods together without random experimentation, and it would definitely take a while for people to figure out that the plates are needed to combine the ingredients together. Also with the table to hold plates and ingredients, having six spots made it a little hard to make sure that I was interacting with the right spot on the table sometimes, but it wasn't too bad to deal with. Not having a description on the upgrades was a little confusing at first as well, I figured out what they meant eventually but some label/text to give a clear idea of what each does would be nice. This is extremely nitpicky but a small visual polish if you wanted with the harpoon could be to have the spawn of the harpoon shot coming from the gun's barrel instead of the center of the player as well, though that could mess with the green fish that rush towards you.

I apologize for such a long comment, great work from everyone on this game! My comments above are extremely nitpicky, I really enjoyed this game as a whole! 

Hey hey, glad you enjoyed it a ton! The game absolutely was inspired a lot by Citizen Sleeper, I've gotten to chance to play it and the sequel now and I really love both of them soo much!! 

AAA these two are so cute! I loved this so much, excellent work! I really like their character designs and the custom name tags above the dialogue box, it's very charming! Without any choices or any other kind of interactivity it was definitely just reading a story sort of flow, which I don't mind but definitely doesn't give the player much to do besides enjoying the story (which everyone hopefully does :3). I will also say that the perspective shift between Button and Chico's thoughts was a little abrupt, I might need to reread through the story to be sure but sometimes you had a fade transition that worked well from Button to Chico, but right at the end it was a little jarring to suddenly get Button's inner monologue on the bus. I'm used to that from years and years of fanfic reading but just wanted to point that out if you all plan to develop this story further, not a huge complaint just something that I noticed.

Awesome work again, if you are planning for more I am eager to wait and see!

This was a ton of fun! The artstyle with the nodes and intro sequence and tutorial were awesome! Sometimes it was a little hard to tell in the heat of the moment if an attack happened or not, and it was hard to see the battle and getting the nodes all aligned to the actions, so I was basically only looking at the nodes and the PC occasionally until the enemy died lol. I will say the font is fancy but not super readable, I was doing fine but it could be a lot harder for others to read and understand. Maybe having the option to change to a different font might be something to consider? Overall though this was awesome, great work to everyone!

I like this one a lot! I got lucky with my first run and ended up with 49 after like 7 trains didn't need any signals to be changed lol, but it is simple and fun!

AAA This was such a cute game! I really loved the artstyle and the animated comic-book style intro in the beginning! The platforming felt really solid to control, I do wish more objects could be jumped on but that's more of a nitpick than anything. Overall great work and awesome job to everyone on the team, this is so lovely!

This was a ton of fun! I felt like I was in such a flow state running around and managing the cables, I almost wish it was a bit harder or more requests could pop up! Really great work!

Thank you so much for the feedback, glad you hear you enjoyed the game and art a ton! Using hotkeys to snap dice to the cursor makes a lot of sense, and definitely speeds up the process a lot more to help make the gameplay much smoother. For expending an hour, we did have some ideas planned for a limited number of turns or hours you could use early on, but we ran out of time before we could implement any big detriment to ending the hour, minus the Dispatcher not being happy if you try to end the hour before using all your dice :3 

Great work on Signal Siege as well! I really really liked playing through that game and the artstyle of that game as well! The keyboard sounds were very satisfying, the clicky-clacks were awesome.

AAAAAAHHHH I Loved this so much! It took me a few tries to understand but once I got the hang of things it was a lot of fun! I wish the actual game was a bit longer to get the band happy but what is there is awesome! I loved the song as well at the end, adding that to my playlist for sure! And the voiceover was excellent, reminded me of the announcer in Hi-Fi-Rush if you are familiar, just so good!

This was a lot of fun! Was admittedly a little weird to get used to the dying mechanic since you can move after getting caught but the gameplay was simple and effective! Only other big feedback I would give was the slide jerked the camera a bit while the movement was happening, which is a bit disorienting and made it harder to follow what was going on screen a little bit. Great work!