Interesting game for sure ^^ There should be an indicator for how much meat you’ve fed the bear already and additionally the wolves should not be able to spawn this close to the bear/player, made escaping out of the feeding area rather difficult sometimes. Regardless good job making this in 48h =)
ElitoGame
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Thanks! =D I get that, I feared it might be a problem, but well once you are committed to an idea in a game jam haha! Regardless for the future, maybe it would be more fun if the player has control at which point they play the cart and when they play the town puzzle? That way it might feel less disruptive and give control to the player.
Pretty cool game concept wise, however it needs a bit more variation as it does get rather repetitive, with always the same encounters and shops, treeasures and campfires not working. Even the end boss was the same 2 enemies. Regardless good job for a game jam! Also I’d recommend you compress the file to a .zip rather then a .rar next time -> itch tends to prefere .zip’s as it can automatically read them and you can install them via the itch.io desktop app.
Cool game, had fun playing it! However, I had a few minor issues I guess.
- The dialogue kept playing every time I caught something new, layering over already existing soundtracks, which made it really exhausting to keep the sound on.
- The scaling popped up immediately and made taking references a bit hard sometimes.
- It is easily possibly to scale something to 0 on one axis (making it invisible) if you keep pressing enter, because at the end that also closes the dialogue box. I’d recommend adding arrow keys and maybe a confirm box to confirm your scaling choice.
- Maybe there was a special ending dialogue after completing the game, I couldn’t hear it due to overlaying sounds, but the ending felt somewhat abrupt and I wasn’t sure what to do afterwards other then Alt+F4’ing the game to close it haha!
But overall kinda hilarious scaling my cat down to look like a lizard and estimating how many lampposts a giraffe is!
Thanks for the review then! Glad you liked our art style =D
The W near the TV was a item pickup - the item was hovering up and down, glowing and then vanished - a icon in the bottom left should also have lit up afterwards. As this game is a metroidvania, backtracking is a big part of it - you were supposed to return to the first area, where you could use the item you had picked up by following the only other path. I was afraid someone could get stuck like this, but that’s not your fault, we should’ve communicated that better ^^
I agree, we wanted it to be a cooking sim, but you’re the food. As such, we had you name the cook, thinking you’d play as them, where in fact you’d play the food. Later, you’d also have a face off against the cook, though we also did not do a great job at communicating that, but we tried :) Anyway thanks for the feedback on that, we’ll see how we can improve on that, especially for next year’s jam!
Thanks, glad you liked the content we made =)
Thanks for the feedback! We certainly have to look into a couple of these scaling issues and learn from them for next year! The jumping behind shelves might be a z-fighting issue, will look into that again, thx =)
I agree, harmful things should be clearer, while the sprites look good they blend in with the environment and don’t strike you as if they could strike you down XD
We needed a way to get back up some surfaces and before we add a elevator you have to wait for, a slanted surface was the better way, however making the walking look more logical then rn would’ve taken up too much time, so we just improvised ;)
Thanks for playing our game, where death is but a mere illusion ^^
Cool game! Been cool to play as a boss, though it felt a bit repetitive sometimes, where it felt just like a clicking sim like cookie clicker. Maybe consider adding some movement to give players a bit more to do then just wait for cooldowns? I also found it a bit strange that the game could not be played in fullscreen mode and had it’s own title bar buttons that didn’t do anything.
But apart from those minor concerns well done, looks cool =D
Cool narrative platformer! I did like the game and story and especially that last sentence! Though I must say it was a bit hard to read some of the texts as some felt like they zipped right past you and others took forever to build.
The movement speed felt a bit too fast and slippery, while the jump was a bit floaty. I can recommend Mark’s Platformer Toolkit. We did experiment a bit with it and I’m pretty happy with our movement controller (though it’s also not perfect, but oh well - gamejams ;D)
Also I kinda got stuck between platforms once:
Overall, good job on making a platformer AND a narrative game in this limited time!
Thanks for playing the game!
The collision was not essentially made for that, but we only found out that one could stand on the blender after the submission. We might’ve had a bit too little time for playtesting it often enough - which is also the reason why the end cutscene’s missing - oh welp, next patch ;)
Cool game, though as already mentioned in the other comments, I too was confused how to control the character, nor do I know the objective. Is scaring the human winning the game or is it another way to loose, it isn’t communicated clearly enough IMO.
I also found the X button on the afraid/dead screen confusing as it just switched back and forth between pause and the previous menu. And the fly button sometimes didn’t react at all or acted in a way I didn’t expect, which was quite confusing. Other then that, looks good and the fear mechanic works nicely!
Nice game! Was fun to play, though I found it frustrating that I could hardly move inside the seagrass. I died twice to the fact that I could no longer or at least hardly move upwards out of the seagrass. But apart from that I had no issues and the game is well done with a nice soundtrack in the background, good job!