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Niborious7

11 Game Reviews

1 w/ Responses

review.

I love the dialogue lol
tho I also really want to know what the story actually is with all the social media stuff

that was some brain busting fun

dope :)

they do the jiggle

this was awesome
I love the text-less asthetic, and I was really impressed how quick and intuitive it was to figure out all of my moves right at the beginning of the game. Although, I also never figured out how to do the leap attack from the last powerup, and I didn't know what the sword pedestels did.
The animations for the character felt really good. The level art was good. I felt like there could be more variety in the tiles and backgrounds to be more distinct to which area of the map you are in to help you easily distinguish where you are.
some nitpicks:
Putting the sword in the wall felt inconsistent. I figured out I had to be actively pressing into the wall, but I think sometimes the game thought I was too high up even though it felt like it should stick.
It would be nice if there was a bit of leeway after you press away from a wall that you can still wall jump, I figured out I kept missing wall jump inputs cuz I was pressing away slightly first.
Final boss felt a bit finicky, I wasn't quite sure where to hit it without getting hit, and after clearing the enemies it was just wait and try attacking when it comes for a while.
I would love to see more content on this game!

Awesome game! great ending haha. got 180.86 on the speedrun

Cool, Nice level of polish. Wish it had a real ending

I was getting into the lore and the story up until the moment when I had to laugh as I started floating in the air. I would expect the legs to extend to the ground and the machine would just walk over stuff.
So there are three different heights, but It looks like the middle height is useless because you get hit by everything. And the third height of obstacles isn't even reachable. I feel like you were supposed to be able to go in between these three heights of the building instead of ducking, floating, and standing in between floor 1, 1.5, and 2.
In addition, the obstacles are so big and get so close together that it makes it feel very cluttered, and too difficult to even try.
The aesthetic feel is very well done and I think it came across exactly as intended (except for the whole floating stance thing).
Also if you didn't make the songs it'd be nice if it was credited somewhere.

It's an interesting little puzzle game. I like some of the sound effects and the out-of-fire animation sequence.
Some suggestions: you should add some visual indicators for when you can complete the level and if you are carrying wool or not. Possibly even a clearer warning when your fire is low - it could even effect the brightness in general.
Some bugs: If I go right in between two rocks I can both push and drag them both at the same time.
After the out of fire animation plays for the first time, it no longer plays for subsequent times. Going out of fire more than once results in a blank white screen that will still be deactivated by spamming left/right.

Some thoughts:
Sometimes the physics for moving the rocks around could be a little finicky.
Overall, I didn't get to the end of the game because I started to get really annoyed with how slow I felt like I was moving and the rocks wouldn't always move the way I wanted to and the level I stopped on was so massive. Up until that point I thought that the puzzle solving element was kind of fun.

Some questions:
Why do I have to press control to sheer the sheep, but not have to press control to clothe someone? I feel like this should be consistent especially as I was getting worried that it might matter who you clothe since some of them can die.
what is the point of the fire if the gameplay revolves around moving rocks and putting wool on people? Both of which would likely be harder while carrying a lit torch.

Its fairly decent so far considering the time constraint, but it could be a pretty good game if you continue to work on it, which I hope you do.
Not bad for your first LD, I hope that my feedback will help you improve it

The graphics and the sounds are very nice, and the gameplay is pretty straightforward.
Some of the controls are a little unintuitive. The drag to movement feels a little weird. I would prefer if clicking would cause movement (since clicking by itself doesnt do anything anyways) and dragging would scroll the map. Maybe this works better for mobile, but on desktop it seems weird that he won't start moving until I finish a path, and sometimes my aim wouldn't be the best and he would run into the walls.
Also I was surprised that item pick ups were caused by mousing over and not player interaction.
The biggest problem though, is that after buying a loot crate from the instructions paper, the game softlocked as I was unable to do anything after the paper turned into a slot machine sprite and lights dimmed. I'm asuming that this was supposed to trigger some sort of random loot visualization, but nothing is happening and I am unable to interact with anything.
Shows a lot of promise so far. It could turn in to something really cool if you continue to work on it.

Guy-Unger responds:

Yes I agree, I inteded for it to have controls where you click a character and click which tasks he'd have to do, but I haven't really impolemented pathfinding before, and since it was a jam I didn't want to risk spending too much time on that which would make it have even less content.
I'm haven't seen the bug you mentioned before but I'd have to look into it.
Thanks!

Age 26, Male

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Joined on 4/11/13

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