sorry for the late response @loyalcore at discord.
NoirFerro
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heya, thanks for the deep review mate appreciate it! regarding the quitting out of the window i don't think its really 100% game's fault? if i remember correctly some of it cause of sticky keys usually and the game still in windowed mode,
you can fix this by going into the settings and clicking fullscreen and disabling sticky keys this will usually fix the issue.
Thanks for trying out the game!
Glad you liked it! im also shocked we managed to go that far in making this.
I did the player controls, VFX and mechanics in general
hiroshi stayed all night making the map and level design
loyal stayed loyal developing the enemy AI but he forgor to test the ai breakdancing glitch
the grappling hook is a suggestion from one of our friend when we were discussing in our discord the original one sucks. i did some changes using physics and implementing the pathfinder from apex legend grappling suggestions.
game have a lot of glitchyness and optimization issues tbh, it just doesn't really shows.. i guess thats a good thing for us!
thanks for trying it out!
Game is fun, Controls a bit janky, the earlier levels timing is a bit too tight even for a tutorial, the gun mechanic is also cool to have but a bit annoying since its not raycasted but projectile.. so my bullets doesnt really hit. imo but that mechanic is a design choice
tldr: game good, need a bit more polishing
Fun game, i played 3 levels got stuck on 4 tho
graphics and music is great!
idk how to control the camera. i feel stuck not knowing how to tell my surroundings especially after rewinding and stuffs.
the rewinding is innovate for me and i like how u play with the flow using the bus and cars
it could be better if u guys fix the level thingy
very polished cute small puzzle game to spend time with, its a standard sudoku like game imo, it fits the theme to "unblocking" the flow for a solo game dev you did a great job.
some feedback i could give is:
-the character cuteness might need some improvement
-the puzzle needs more addition imo like 2 plungerman or events or something it could be better
but overall its a good game! perfect for advanced category.
As a fellow person who uses unreal. i'm not really sure what to say since its not my cup of tea game. some feedback ill give is:
gameplay: too simple and not intuitive imo, its not fun and its just moving and do space bar,
graphics: except for the character model and some models, you are lacking vfx.
innovation: you are toggling the visibility in the char only possibly the char hidden in game, when you are "swimming" you need to add something to notify where u are at least like floating backpack or some water vfx, animations are built-in, like i said before gameplay is moving and doing space bar
theme: its minimum imo but passable
polish: it looks severely unpolish for me
Game is a simple sword fight game vs white homunculi mannequins i feel like the gameplay is too slow and easily cheese-able. i also found there is a bugged mannequin that just can't be hit idk if its intended or not. Game presentation in its atmosphere is good. Melee Swordfight is quite unique too.
if the game is a tiny bit faster it will feel like a bit of dishonored. well done
Heya mate, Love your music! i used it on my game here: https://noirferro.itch.io/quantum-space-velocity credited you on the page and in-game.
Thanks for checking my game out! yeah i know that the tutorial is too abrupt. am planning to update it after the jam with proper levels selection and difficulty scaler too. also easier to obtain exc points + shield gating mechanics and damage indicator too. hopefully it will solve all these problems that arises
the game boss is somewhat wonky for me and the obstacles in game works in the bosses favor instead of the player's and for the first boss (ymir) is too tanky too, the game also could use some very short tutorial to help explain the game mechanics too. like the dash for example since the dash actually is directional dash depended on where you look.
while i know that its intentional for the game, the controls imo could do some rework since if you are in the end going to hold down that sprint.. might as well make it the base walkspeed and set the dash to shift and e to make it easier for the player to do the decisive move between getting hit or not.
the animations looks great, artstyle is neat, shooting animation and reload for the shotgun needs to be different like the revolver at least imo so i know that im not shooting.
Visuals is good but could have some animation. the controls is wonky tbh i'm annoyed by it. game could use some music/sfx too is it bugged on my end?. im not sure the exchange part of the gameplay either other than the story? but with more polish and maybe easier mouse click. this game would be more enjoyable and chill. (also falcon boss fight is too wonky)
game is good, art is beautiful and complements with the music each boss attacks is telegraphed nicely. story blends well too. but i only have some issue.
the timing to dodge the 2nd vor's 1/2 hp phase is just too tight for me. idk if its bad rng or what but i must go from one side of the screen to the other. might just be my skill issue tho.
controls a bit weird for me. i always pressed W to jump while it should have been SPACE since im not really used to use SPACE to jump on 2d keyboard oriented games. specialability using V is also a weird thing for me feels like it could be the I key or something
First and foremost take this comment with grainsss of salt,
i like the game concept of exchange, its quite fun but i feel like the game could have some checkpoints if it were to be quite difficult like this. and i personally don't have a tool/ability to help defend myself other than the dash maybe the dash could have some iframe to it too?
for me, 2nd boss is way too fast without other ways to defend myself like a heal maybe? im not sure.
i also feel like the music could have extra spice in it i feel like its kinda monotone?
on the otherhand, game's visual cues is good. boss attacks is very visible. art is cute. controls is good
glad you liked it! i'm sorry i screwed up the video for the tutorial phase ;-; ill update that at least after the jam. basically for the railgun you just hold out the railgun, melee the purple ball and right click. (you can spam melee purple ball + right click too) i also forgot to explain in the tutorial that the outer area of the purple ball blocks all yellow bullets.