Thanks for playing, happy you had some fun with it! I loved your game by the way, congrats on 3rd for gameplay!
Teljen
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Nice! Two suggestions from me, the platforming feels very floaty because of the low gravity, I think if they fell a bit faster and had coyote time (so you can still jump shortly after running off a platform) it would feel a lot more fluid, and the dials lighting up when they're in the right place took away some of the challenge, maybe you could do something with audio there?
In any case the poem was a nice read, good job submitting this game!
Good effort for a FNAF-like game but unfortunately I couldn't work out how to play, I kept losing to the dark green guy and couldn't find how to stop him after he appeared.
As a suggestion for future jams, I've found that having even a short description of how to play and what the controls are on the description of your Itch.io game can help out a lot. Keep at it!
The idea is good, and the art in this is great too - I felt bad for the anxious proto. I did find myself wishing I could use the mouse cursor though since the signal decoding parts feel better suited to that.
In my first play through after he went down the tower for a break I climbed straight back up again and "played Crazy Eights" :P Played through again to get ending 1, not sure if there were others I missed.
Thanks for trying it out, I'm happy you had a good time with it!
Sorry you weren't able to reach the end, that switch opens a door near the start of the level where you can keep going, but in fairness there's nothing to indicate that when you're pressing the switch. The camera angle thing is frustrating for me as well, unfortunately the game changed several times while it was being made so we didn't quite have the time to fix that one!
Really liked this take on typing games, I feel like knowing which upgrades to get is a big part of winning! I think I got to around wave 7 before I lost, gets really intense after a while!
I missed that you activate abilities by clicking on them - I feel like maybe an improvement there could be letting you type out the name of the ability itself so you don't need to move your hands off the keyboard. Also being the weirdo I am I found myself trying to hit the up key like in an actual terminal to repeat words I'd entered before for that one ability that has a chance of copying a cleared word onto another enemy.
Overall really good presentation! I'll need to try and learn how you did the custom stuff around the edge of the actual game like the title and matrix pattern, really helps the game feel more polished.
Neat game! Seems like quite a complex system going on behind the scenes to make the gameplay work! It look me a bit to realise you can shoot before the bow is fully drawn. I appreciate all the different layered music tracks.
I saw your devlog on features that got cut as well, even if it didn't fully work out good work on getting a game out anyway!
I like the mechanics of this a lot, they have a lot of potential! Very creative interpretation of the theme. Having a full tutorial that guides you through one mechanic at a time is really impressive for a game jam entry, and the polish on the menu shows how much effort went into this as well. I like the little paper doll style of the characters.
I played to the end - the game can be quite hard, but it was pretty fun once I got a feel for the strategies. In terms of suggestions maybe nodes could drop their connections automatically when you drag a new one in so it's easier to quickly switch strategies, and the countdown at the start of each level could be a little longer to get things set up. I felt like it might also help to have icons on each of Attack, Magic, Heal and Defend as reminders of the conditions they trigger in (like symbols for high health and low mana on Attack for example).
Very nice idea overall!
Very nice game overall! I was able to get to the end after a few tries.
The art looks really good and the dialogue system you've got is pretty nice too. Distracting the wolves is a cool way to add some time pressure to fixing the signal boxes and it was nice to see you got two different minigames in. I got jumped by the second wolf at one point since you can't see very far ahead and it was already dashing at me by the time I saw it, having more bone piles around or checkpoints might be helpful if you're thinking about taking this idea further. Good job!
The game feel when moving fast and hitting enemies is spot on. I was pleasantly surprised to see that it has wall running too! I appreciate you got a pause menu in as well.
I think there's potential for this idea, the idea of a futuristic swordsman running on walls and slicing enemies against the clock sounds really cool to me!
A good idea, I like the concept of swapping between several different versions of the same place. Moving people in groups of 3 added some challenge since it means you have to temporarily bring other people out of the time they belong in if there's 2 or fewer people left in the wrong place.
As others have mentioned you can lock the mouse cursor in Unity to stop in going off-screen with first person controls. Teleporting the player back to the start when they time travel might also be good since you can break out of bounds currently!
I can see a lot of care was put into the art! A short description of the goal would be good, to begin with I thought I had to find parts to fix the pocket watch in every level but eventually it clicked that I'm looking for things that don't belong. I don't normally play hidden object games, but I enjoyed this one.
If you feel like expanding on this game, moving scenes could be a way to add some challenge to later levels, something like a phone on a horse carriage going in and out of frame. Good job overall!
The idea and game feel are great, and the two colour palette works very well with the concept! I was able to make it to the end, although I think I cheesed the final boss a bit by always standing on the edge and leaving the arena as soon as it started firing.
In terms of feedback, I was finding it challenging to dodge attacks in the smaller arenas especially when using weapons creating a lot of bullets like the shotgun since the bullets all look the same, so it was hard to tell my bullets apart from the enemy's.
Got up to 116 defused bombs. Good use of the theme, and while the concept is simple it does feel good once you get into the flow. After a while it gets hard to read how much time is left on each bomb, so a possible improvement might be some other visual indicator to show how close a bomb is to exploding, like gradually changing color or a light that pulses faster and faster, to make it easier to quickly judge which bomb needs cutting next. Well done!
I like the concept! Waiting to shrink until you can fit between squares you don't want to touch is a nice strategy I found. Controls are responsive and it's good that the levels have some randomness. One suggestion might be not putting down new squares right next to the player when they reach a green one, I hit a red square before I could react to it















