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3p0ch

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Main comment: It seems like there will probably be more to the game than picking up a bunch of supplies and bringing them back to the base once you get further into it, and I can totally understand if you want this to be an exploration game where the player has to get pretty deep into it before they figure out secrets, but so far at least for me it's difficult to get into it without more explanation of what's going on and what I'm supposed to do other than gather supplies (which gets pretty boring without a larger context).

Other stuff: The goomba thing was eating all my stuff from the car while the dude was in a building and the chick just stands there... can she do anything against them or is she really just a lookout? As it is, I was at first wondering if I was doing something wrong since I couldn't get her to go into any buildings and later was wondering if she can do anything at all. Using the "i" key to resume from the Static Screen (?) where supplies are delivered is weird and I'd recommend changing it to "y".

IXthe2nd responds:

I always like the concept of exploring endlessly without any goals. And you're probably right about it being more more than picking up a bunch of supplies, there could be... 'x'


*beep* Thanks for the feed back. *end beep*

Same issue as Dvalen570 - on the level with a large horizontally moving platform, I keep having a kid get stuck halfway up the final staircase leading to the exit. Restarting the level a couple of times didn't help.

Edit: going to fullscreen didn't help, but switching browsers from Chrome to Firefox fixed it.

keybol responds:

I'll see what's happening. I tried walking back and forth with the long moving platform, but the NPC's are fine. Were you alt+tabbing? Can you try playing in fullscreen?

Awesome visual effects and audio. I thought from the music that this must be a meme phrase or something, but Google said no.

A friend of mine thought they might've liked to have R reset instead of having to grab the mouse and do some clicking around. Totes not an issue for me though 'cuz I got double the highest medal score on each game my first try. With a broken keyboard. And my eyes closed. [And it's still April 1 in my time zone tbh.]

HealliesGames responds:

Woah! So pro!
Added the 'R' button, thanks for the suggestion and for playing, 3p0ch!

Not bad for a game jam. A couple of things I noticed are that it seemed like it was taking an awfully long time to nom the elves even if I transformed while I was right on top of them. Seems you need to be already transformed while moving toward them to nom? And when I clicked outside the game area to scroll down and read the comments I had died just before the game lost focus and couldn't respawn after refocusing. (Although now it's not reproducing that bug.)

konozabulldoza responds:

Thanks for the feedback, I will look into that bug

This is far more addictive than any game this simple has any right to be. At least it got brutal enough to make me ragequit after 25 points so I did manage to eventually stop.

Foamgoswamp responds:

Thank you, appreciate the feedback!

This is among the impressive entries that don't look at all like your typical Game Jam fare when people get just one weekend, and whoever decided to make it a month long jam might have been on to something... even if you did still upload it at 11:59 in true Game Jam style :)

I'll echo GoodL's comment that your tutorials were really helpful, and in my case showed me how to set up the preloader correctly with a minimal init scene followed by a true preloader scene.

I see you have a lot of stuff you already plan to add so no need for me to make more suggestions there; the only comment I have so far is that by the end of the tosses the fish is moving and bouncing awfully slow so I might recommend harder stops at the end and/or keeping more horizontal velocity near the end so the player gets the feeling like the fish is still making decent progress until then.

PsychoGoldfish responds:

I ended up tweaking the drag stuff because it really was slowing you WAY too much. Now you have to make the fish almost perfectly vertical to slow down (and you'll see a slight effect indicating it's happening), otherwise, turning the fish will actually steer it slightly as long as you have enough speed.

It's a nice game but it looks like you didn't set it to capture the arrow keys, so if I move with arrows the entire browser screen scrolls. If you have time to edit it before the Jam deadline, the API docs describe key capturing at

https://photonstorm.github.io/phaser3-docs/Phaser.Input.Keyboard.KeyboardPlugin.html

and it looks like it would just be a matter of adding a addCapture() function to your code so it should be a quick fix. I used createCursorKeys() in my game which I think handled capturing automatically IIRC so I can't just paste my own code. This looks like a really nice game so I'd hate to see it downrated because of arrow keys scrolling (I'm using Chrome on Windows but I don't think that matters).

dlodz responds:

Thanks a lot 3p0ch for the link and the explanations. I tested the preview with WASD 😅
Using `addCapture()` fixed the issue.
The game is up to date.

This is a pretty tough game, both because of the puzzling and the precision platforming (damn those blue flowers when you gotta get a block higher!) with the latter being the more formidable challenge IMO. Great difficulty in both aspects without feeling unfairly tough, excellent pixel graphics, and good music make for an all around impressive package. I bet it'll do really well in the Jam. Good luck!

HealliesGames responds:

Thanks for the kind words!
Now I've made that you can now slightly move up and down with the blue flower,
removing part of the frustration and keeping the level design clean.

Thanks again!

It took a really long time to load for me, and instead of having a preloader screen it was just showing a blank blue screen with the boxes for reset, mute, and credits so I thought the game was broken until I started writing this and the game finally started. It did that on both Chrome and Firefox. If you have time, maybe try to update the game with a preloader screen before the Game Jam deadline so people don't think it's broken.

rmkubik responds:

This is great feedback! I just added a preloader bar that I think is working. I totally forgot to add this in earlier.

The game presentation is simple and clean, and the music does a good job of setting the vibe. I'm not sure if it was intentional that you had the music run smoothly at the start when the player would be on the first few levels and have more of a chilled out and relaxing pace of gameplay, and start getting glitchy musical effects at about the time when things start speeding up and the player's like "oh snap these walls are getting fast, I gotta get srs or I'ma be squished", but the effect was great and you should totes claim you planned it all out that way. The only downside is that every level can be finished with the same pretty straightforward approach, but the game still has a nice overall fun factor.

GoodL responds:

Thanks a bunch! I totally agree with your last point, and I've got some ideas for how to approach making each level more unique if I ever do revisit this idea. I appreciate the review!

If you like hard games try my Daxolissian System series

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