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StarlightLacuna

140
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A member registered Mar 31, 2023 · View creator page →

Creator of

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Thanks for playing!

There were a bunch of things that I wanted to add had I more time, mostly to improve accessibility:

  • Audio settings.
  • Something beyond color to differentiate the customers. Maybe different symbols or completely different sprites.
  • Clicking instead of dragging to assign seats and serve drinks.
  • Difficulty levels.

Maybe if I started the jam a day or two earlier I would have gotten to implement a few of these, but I'm happy with what I was able to accomplish ☺️.

Thanks for playing! And thank you for the feedback about the small hitboxes. A few other players have also mentioned it to me. That was one of the issues that I noticed during development, but unfortunately couldn't fix in time.

Oops, I seem to have misread that part of the game page. Please disregard my comment about the controls then. Double clicking is much quicker than what I've been doing 😅️

I had a lot of fun playing this game. The art is fantastic, and the loop of opening up the store, quickly putting away the returns, ringing up customers, getting angry at the misplaced movies, trying to stay organized while not running into anyone... It's hectic in the most enjoyable way. However, I do wish there were some accessibility features. In particular, the zooming in and out while checking out the customers triggered my motion sickness and made the later days difficult to play. It would be nice to be able to disable that.

Awesome game, well done!

Awesome game. Loved the aesthetic. It definitely feels like a game from the 90's. The controls I think could be improved a bit--maybe have right click to move instead of having to left click to select the ship then left click again to move? Though I recognize it's tricky with how unusual the grid is. It certainly took me a few runs to get used to! In any case, well done! 

Wonderfully charming game. I'm impressed by the huge variety of items that are in the game; the art for them alone must have taken a lot of time and effort. I also like how the crows move and behave. It's fun to watch them!

One problem I noticed is that the game doesn't seem to handle scaling well. When the window is too small, only the bottom left of the game is visible. I have an ultrawide monitor, so when I set the game to fullscreen, the bottom-right UI elements go off the background.

Good job! I really liked playing.

Nice game! I'm not good at platformers, but the mechanics were clear, and I finished the game after a few retries. The shaders are a wonderful touch, too. Would have loved to see more levels--it feels like there's a lot of potential with the different platform types. Good job!

Wonderful game! The art style is very cute, and the gameplay is quite fun. I can see the game being great for speedrunning. The only real problem I can mention is that while I didn't experience it myself, someone watching me playing commented on how they found the background very distracting. They couldn't focus on the cat during movement.

Good job!

(Also thank you for adding the meow button 🐈️)

Neat game! There are a lot of fun mechanics here, and the loop of going on quests, powering up, then going on harder quests is engaging. Though, it does feel like the game could have used some more dev time, particularly with regards to the UI (it would be nice to be able to cancel out of selecting a quest or a map, for example). There was also the meter at the bottom middle of the screen that I didn't know the meaning of.

Oh, and I like how I can somehow use a rock to regenerate health 🪨

Thanks for the feedback! The dog AI is a bit messy, so it's likely I missed something that caused that bug. As for the overweight debuff, items don't actually have any weight; certain items just have a chance to grant the debuff if you pick them up. A weight system would have been neat, though.

Thank you for your feedback! We had a few other mechanics planned that we would have loved to implement, but the classic game jam time constraint got to us (we had to leave the level design for the last day in fact). Also, we were aware of the spam technique for reducing noise, but we couldn't address it in time. The best we could do was to add "walking" with shift. I find the spamming quite silly though 😅.

Thanks for the feedback! We definitely could have done a better job communicating what to do for the quick time events in-game.

Thank you very much for the feedback! We discovered both the confusion and the music bugs right before the submission deadline and couldn't fix it in time unfortunately. And I agree that we definitely could have communicated the debuff removal mechanic much better.

Thank you! I've never heard of Lapse, but I'll definitely check it out.

Thanks for playing!

Thank you! I also love Wildermyth, though I have to admit I didn't think about it at all as I designed this game. I can see the similar threads now that you pointed it out!

Thank you for your kind words!

Thanks for playing!

Thanks for playing and for your kind words!

This was really fun and incredibly polished. I especially like the music and sound effects. It took me a while to get the hang of controlling the two sisters, but once I got it, the I had a lot of fun blasting the Doomer and his minions. The reflection mechanic is also quite clever. Well done!

If there was one thing I'd change, it would to maybe remap the heal button on the gamepad to one of the triggers instead of the A button. That way, the right thumb wouldn't ever need to leave the thumbstick during play.

Thank you! Unfortunatey, I ran out of time, otherwise I would have done more writing.

Thanks for the feedback! Yes, unfortunately I couldn't write a satisfying conclusion due to the time constraint, so "The Expedition" was the end. Between building out the journal system and writing a good story, I had to go with the former. I would have loved to have spent more time revising.

Really cool game! I had a lot of fun magicking away all the dungeon baddies. I liked how the stats had noticeable effects on gameplay, though I felt like the level up screen popped up too often in the early levels. It kinda messed with the game flow a bit. I got to where it seemed like the level was repeating over and over, at which point I stopped. It felt nice to help Mr. Boi gain confidence in his wizardry.

Neat game! I like how the player's lives are all at risk the entire time, though it does seem to me to be basically impossible to go very far without going down to one life. I also didn't realize the player can be moved using the A and D keys at first. I'm not sure how long it takes to beat the game, but I got as far as the prism taking up about half the diameter of the circle.

Thanks for the feedback! Yes, I realized that the peasant rush strategy was too strong during development, but it seemed I didn't nerf it enough. I also could definitely have done a better job with the enemy waves. I only had about two hours to tune the difficulty, so I did what I could.

Hi Pauline! Yes, you have my permission.

Thank you very much for your kind words!

I like the premise of this game! The annoyance meter adds a nice bit of tension to doing the tasks and fits well with the game jam theme. The task system is solid and a good base to build on if you choose to develop the game further. The way the villagers wandered around the village was a nice touch.

That said, there is definitely room for improvement. Others have already pointed out the strange way the houses are placed, but I also noticed that the trees have a much smaller collision box than their sprites. Did you mean to set up Y-sort on the tree sprites? That would prevent the player sprite from rendering in front of the leaves. I also encountered a bug where object interaction text appears even if the objects aren't visible or interactable:

Overall, I liked the game. Good  job on the submission!

Thank you very much!

Really cool game! It's well polished, and art and audio are fantastic (maybe even magnificent!). I love how you tied in the theme of the game jam by deducting points for collateral damage; the player gets to choose how much risk they take by balancing their safety vs. their final score. I also liked the enemies, though I wish the ground ones had a better indicator of when they're about to attack. It's difficult to see the dotted line when I'm up close to them while melee attacking.

Nice shooter game! It's a simple idea that was executed well. The controls feel good, and there are a nice variety of enemies. I'm really impressed by how you made all the assets yourself; the art and audio work well together. I appreciate the auto fire, though I think I would have liked to see one or two more kinds of weapons to add some variety in gameplay.

Thank you very much! I agree that there are several QOL improvements that could be made, particularly with the controls and menus. I didn't have the skill and time to implement them for this game jam, but I now I know for next time!

Fun game! I like the art style and the music; they give the game a lot of charm. It's really impressive how fleshed out the dungeons are, and the puzzles gave me the  nice "Aha!" moments when I figured them out. The sword swinging could be better, as others have pointed out, but it wasn't too big an issue for me.

This was a lot of fun to play! The different modes were really amusing to discover; I certainly didn't expect to be playing so many different genres in the span of about ten minutes. The only real trouble spot for me during my playthrough was the vehicle section, since I kept getting tossed in the air and flipping over. Thankfully, the respawns were quick enough that it wasn't annoying to try again. Also, I don't know if this is a problem on my machine only, but I felt like the mouse sensitivity was too high on the FPS section. It would have been nice to be able to adjust it in-game.

Well done on the game! It was a good time all the way to the end.

Awesome puzzle game! The visuals were nice and the music immediately put me in the puzzle-solving zone. The puzzles themselves had a nice difficulty curve that kept me engaged all the way to the end. I was able to solve some of the levels without using up all the allotted moves, so it was cool to see that there is some room for different solutions.

All of the concerns I have were already mentioned in the other comments, though I do want to reiterate that the UI could be a bit bigger, particularly the hints at the top right corner.

Nice work on this submission! It gave my brain a nice workout.

Thank you!

Thank you very much!

This is a neat arcade game! The graphics and audio work well together to evoke a retro feel. I particularly liked the simple grid background since it gives a reference frame for player movement unlike a blank background. The random power ups that the enemies get when the player gets a boost was a nice way to tie in the jam theme. The difficulty was a bit high for me and I died a few times, but I managed to complete all the stages. I think the way the projectiles are almost as fast as the player was the reason; it was tricky dodging all the beams and missiles.

Nice work! I had fun playing it.

Thank you very much for your kind words!