Awesome! The lyre/dudek combo is divine. I see that those instruments have different origins but they sound really good together - like they're from the same time and place. 2nd track one feels like semi-controlled rage. The strumming gets a little messy at times but I think it works. Drones are great. Really cool submission!

warner.rose
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Damn this is cool! Moody and dark stuff. I like all the tracks. Lots of unique textures. Oceans/Ponds are probably my favorite. Parts of Entity/Sacrifice seemed a little louder for me and I needed to turn them down a little. Also, I'm floored by your ability to produce so many well-crafted and unique sounding musical pieces in a cohesive set. I remember in a previous jam I joined you did the same thing so you probably have it down to a science but it's really cool to witness :)
Nice track :) Builds very nicely. That almost psychedelic moment at like 1:16 was cool and upped the energy of the music without pulling away of the relaxing vibe that was established. I felt like it ended too soon. You bring in some keys in but we only get to enjoy them for like 30 seconds lol. Solid work on this.
Thanks for comment! I recorded myself jamming over the progression with a Shure SM57 straight into the MPC where I was building my track. I used a basic ~$100 Yamaha acoustic guitar. I kept the bits I liked from the improv, added Air Delay Pro, and sent the guitar into the MPC's reverb and delay returns.
Good stuff. Track 1 is giving me gritty industrial zone from PS1 game vibes. I think the drums are little strong and I'm not sure the bass/snare drum sounds mesh with the rest of the sounds. I would try to add more variation to the drum pattern. Even taking them out for a little bit would help keep things fresh. Track 2 sounds really nice but I think the drums are also the weakest part here. I think making the drums less present would help. I would also try playing with the dynamics of the other instruments which feel like they have the same energy throughout the piece.
Really cool! Lo-fi vibes. Like for a dark and kind of ominous place but I want to stay. The lows are strong on this track and it rarely goes above 5000hz. Those tumbly sounds are nice but they are present the whole track and their pattern doesn't change that much so they become less interesting as the track goes on. I listened to it a few times. Nice job!
Thanks! The H2E is my first mic for field recording and this project was my first time using it so I don't have a lot of experience to go off of. I settled on it because it seemed like it could handle both nature/environment recording as well as live performance. It's awkward to hold on its own but you can attach it to a stick if it's the right size.
Nice! Props with all the foley work. I like the atmosphere you create on this track. Some of the percussive and water sounds feel loud. The flowing water sound around 3:12 fades in pretty quickly. You have nice and a lot of sounds here and I wonder whether using some of your samples less frequently throughout the piece would help get more mileage out of them. Nice job on submission.
Grats on submission and nice work. Idk if it's my ears being sensitive but there are a few things in this piece that are harsh to listen to for too long: The beginning pad + water swish and the quickly oscillating effect around 1:45. By like 2:20 I don't want to hear anymore. Solid composition but mix/sounds are harsh for me.
Sounds like ambient music to me :) The piece sounds pleasantly lo-fi with sounds like the drone and water effects. The water paddling effect sounds great but around halfway the water paddling get faster and to the beat - it sounds interesting but I think it breaks the feeling I'm hearing somebody naturally paddling their canoe if that was the intent. Nice submission!
Hey nice submission! Love your choices of sounds and colors. 1st minute is a nice kind of minimalist ambience (that honestly I could probably listen to for a lot longer than 1 min). The hat/snare fits the rest of your song's palette to my ears. I think the instrument that comes in around 1:43 is a bit shrill for me. The chord changes 2:20 and beyond convey mystery and feel suspended. I can definitely see this music in a game. Nice job!
Hey thanks for making these! They look cool and I included some of them in my game (crediting you of course) :) https://warnerrose.itch.io/house-of-masks
This is a well-rounded game and maybe one of my favorites in the jam. The controls feel nice, the weapons all feel nice and have great sounds. The music is simple but effective and gives the game a cool vibe. I love the bass coming in when there's danger. Like others mentioned, there's great story and art direction in this. I think the main screenshot for your game doing the art a disservice. Overall this is a really solid submission and I had a lot of fun with it :)
I like it! The art style is neat and I liked the silliness :)
Two notes: 1) The music stopped playing some time after I got to the scene after the boss. Maybe the audio file in your project isn't set to loop. 2) I think your health depleting as you fall off the map slows the pacing down of the game. There were a few times where I fell and I felt like I had to wait for a few seconds before I could continue playing. Areas below the tiles you walk on that auto-kill/respawn you when you touch them could help with that.
Nice job with the game!
Glad you enjoyed game and I appreciate you sticking through it :)
I agree with you on the in-game map. That was an important feature that I unfortunately didn't have time to add in. I figured it would be challenging without a map so I included a picture of it on the page in case people got lost or frustrated.
Your picture shows the patch of wall on the right that in hindsight I could have put 2 spikes on to make it not possible to pass without double jump and get soft-locked. Play testing definitely help make these things clearer. I think it's also clear from comments that the 7th mask is not easy to find so I would try to make it more visible to the player as they pass through in a post-jam update of the game.
Thanks again for the feedback!
Yeah, I think that could work for the upgrades. Another possibility is a "Confirm" button popping up on the bottom when you click one of the options (btw I never figured out the purpose of the 3 buttons Banish/Skip/Reroll, they always seemed to have 0 uses left when they showed up).
With dash I think it doesn't feel "bursty" enough. I think it might feel nice if the player covered less distance but more quickly. But this could be my preference and not generally what players feel in your game
Nice! Had fun playing this and enjoyed the artwork! Two notes: 1) There were several times where I was left clicking primary fire as the upgrade menu popped up and immediately selected something without seeing it, 2) The dash felt off to me, I think maybe it covers too much distance. Grats on the submission!
Some of the nicest looking art in the jam :)
Combat felt pretty good but I felt like I had to get close. I am more of a WASD guy and struggled with the controls.
The music for the 2 wooded areas resets when you cross between them. If you want to keep music playing between scenes, one easy way to do it is to create an autoload or global script that handles stuff like music: https://docs.godotengine.org/en/latest/tutorials/scripting/singletons_autoload.h...
This is a really strong submission, nice job!
Nice game! I had fun playing and thought all the bosses had their charm. Music is dope. Did you guys make it? Definitely curious about the tracks/artists :)
I noticed once I got the ranged ability on the 2nd level, I had no reason go back to punching. 10 damage at a safe distance was always preferable to 7.5 damage, especially as all the enemies started having ranged attacks. My strategy in the final levels with enemies was basically kite them around so they clump up, get really far away from them so they aren't on screen, and spam shoot at them. If keeping punch in the rotation is desirable, maybe it can do more damage than shoot, or maybe it gets a knock back so it becomes more useful. Just spitballing ideas.
Anyway, great work on this game!
Awesome game! Very novel mechanic combined with fun writing and good music and sounds. The game definitely pulled me in. While I appreciate the cohesive art direction, I found some elements jarring to look at like Mr. Color's rainbow box with the white text. One of the more fun games I've tried during this jam :)
Sick game! The controls and sound effects gave this a nice feel for an FPS. I was definitely very cautious approaching the ghost outside lol. After wave 3 I wandered around the town looking to see if there was more but couldn't find anything. The game is really dark and it was hard to play it during the day. If there were brightness/contrast settings I would have definitely used them
I found this game very moving. Great visuals, music, and storytelling. The way I felt playing this reminded me of when I played Gris, a platformer where the main character is overcoming grief. It also has colors being added to the world and musical developments as you progress, but conveys these things without any written narrative and more through overcoming physical obstacles. Written narrative is hard and I respect the direction and vision you had with this. Amazing work on this submission!
Tried the game at your updated link: https://finnfert.itch.io/tiki-trail-web
This is a well-crafted game. It's clear a lot of work went into it. It looks a great and has nice details like the crossing island scene and voice acting :)
My main gripe is that you made a really beautiful looking game but you cover most of it up with the mask. I think you are trying to put some tradeoffs for the player. But the vibe I get from this game is cozy and I wouldn't mind pressing a button to toggle these abilities while I keep my field of view and enjoy the scenery. Maybe reduce the alpha of the black significantly so that you can still have the unique look of your mask while letting people enjoy your nice looking game.
This looks really cool! Big fan of the style you've achieved here and the direction of the game play. I know next to nothing about 3D but this seems like excellent foray into that space.
You can exit the invisible door without having mask 2 on. Also the collider on the invisible table is enabled when you don't have mask 1 on. These are minor things and I know this is more of a showcase but if you expanded the game play, those might be things to put attention to.
Great work!!
Nice job with the visuals: menu, artwork, and in-game texts. Also the controls feel smooth compared to some of the other "survive the mobs" games in this jam I've tried so far.
When there are a lot of enemies punching, the punch sound effect feels overused. 2 things come to mind to help mitigate that: 1) randomize the pitch of the sound effect to be slightly higher or lower to give variety, 2) Maybe have the sound effect happen when it hits something so that it doesn't fire off as often.
Congrats on the submission :)
Grats on the submission! There are some nice ideas in here with the items, inventory, and looking at clues in the rooms. I noticed one of the key rooms early on is just a big room with the key on one side and the doorway on the other. Maybe something can be introduced to put some challenge to getting these items (e.g. like something that shoots projectiles you that you have to dodge as you get to the key). Maybe the full code for a keypad door can be spread across different rooms. Anyway nice job :)









