I am glad you enjoyed it! I was surprised at how much work adding multiple endings would be.
Enjoy your cookies!
Very bold and strong entry. I was very impressed with the combat and game systems at play for the game jam and see a lot of work went into this.
I have yet to try the Rogue mode, but am interested in how much the challenge changes with only two enemies to fight.
I am very interested now in the way you implemented world building into combat with the snake enemy showing up to watch the fight, but leave shortly after. I am intrigued to see everything that could be done with these story events during combat as I feel they really make the game unique from other RPG games I see.
I feel you have inspired me to push the bounds of what can happen in an RPG and I really want to start doing my own experimentations thanks to you.
I am very excited to see where this and any other project you work on goes!
Very bold and strong entry. I was very impressed with the combat and game systems at play for the game jam and see a lot of work went into this.
I have yet to try the Rogue mode, but am interested in how much the challenge changes with only two enemies to fight.
I am very interested now in the way you implemented world building into combat with the snake enemy showing up to watch the fight, but leave shortly after. I am intrigued to see everything that could be done with these story events during combat as I feel they really make the game unique from other RPG games I see.
I feel you have inspired me to push the bounds of what can happen in an RPG and I really want to start doing my own experimentations thanks to you.
I am very excited to see where this and any other project you work on goes!
I really enjoyed this game. The story hooked me in instantly. I really enjoyed how quickly your characters came to life. Each one felt so unique and lived in. Truly an amazing accomplishment for such a quick game.
Hopefully as you play more with the engine's combat system you have developed can expand as well. It seemed a bit too straightforward where the best option was to deal damage or with the boss, Magic to do more damage. I am sure the art took most of your time, so I would be excited to see a sequel or expansion that implements the time loop element that was hinted at in the game.
I really enjoyed this game. The story hooked me in instantly. I really enjoyed how quickly your characters came to life. Each one felt so unique and lived in. Truly an amazing accomplishment for such a quick game.
Hopefully as you play more with the engine's combat system you have developed can expand as well. It seemed a bit too straightforward where the best option was to deal damage or with the boss, Magic to do more damage. I am sure the art took most of your time, so I would be excited to see a sequel or expansion that implements the time loop element that was hinted at in the game.
The entire time I felt like I was on a wild ride of a Reddit post revealing each bit of the character's life as it unfolded. Although I am pretty sure this is more of a journaling piece to both vent your frustrations and examine the emotions filling you up.
I hope this game was cathartic and aloud closure on these feelings. I appreciate the addition of gameplay at the end, but don't be afraid to make a game that is pure dialog. You can stand behind a visual novel as your game.
If this was also a way to learn the engine then I hope you are able to enjoy the process of the next game. I will eagerly await it's arrival!
The entire time I felt like I was on a wild ride of a Reddit post revealing each bit of the character's life as it unfolded. Although I am pretty sure this is more of a journaling piece to both vent your frustrations and examine the emotions filling you up.
I hope this game was cathartic and aloud closure on these feelings. I appreciate the addition of gameplay at the end, but don't be afraid to make a game that is pure dialog. You can stand behind a visual novel as your game.
If this was also a way to learn the engine then I hope you are able to enjoy the process of the next game. I will eagerly await it's arrival!
A bombastic and funny game. I really enjoyed the camera work and story at the beginning. The story is well setup for the craziness that follows.
I found the real-time combat difficult to aim, move, dodge, and attack with a keyboard. I understand that controller is the preference, but when your turn based combat is so good, I felt like it would have enjoyed my time more with a stronger focus on turn based battles.
The final fight was also a major change from the rest of the game and was difficult to understand why some abilities hit with 80+ damage and other only did 5. The menus were a standout addition and can see they are from your previous projects working toward a game similar to Persona. It really is coming together and hope to see more.
A bombastic and funny game. I really enjoyed the camera work and story at the beginning. The story is well setup for the craziness that follows.
I found the real-time combat difficult to aim, move, dodge, and attack with a keyboard. I understand that controller is the preference, but when your turn based combat is so good, I felt like it would have enjoyed my time more with a stronger focus on turn based battles.
The final fight was also a major change from the rest of the game and was difficult to understand why some abilities hit with 80+ damage and other only did 5.
The menus were a standout addition and can see they are from your previous projects working toward a game similar to Persona. It really is coming together and hope to see more.
Great visuals and atmosphere. I enjoyed the very detailed model of the main character.
Unfortunately, I had a lot of issues with the camera clipping through walls or losing track of the player when running toward the camera. I also got very frustraited with the haggle system as most of the customers only offered between $40-50 and would leave after the first haggle. Eventually I realised it would be impossible to finish and had to stop from the frustration.
I hope that with more time I can see more of the unique systems you make for gameplay!
Great visuals and atmosphere. I enjoyed the very detailed model of the main character.
Unfortunately, I had a lot of issues with the camera clipping through walls or losing track of the player when running toward the camera. I also got very frustrated with the haggle system as most of the customers only offered between $40-50 and would leave after the first haggle. Eventually I realized it would be impossible to finish and had to stop from the frustration.
I hope that with more time I can see more of the unique systems you make for gameplay!
Loving the plugin so far! I was wondering if it is possible to make a recipe that requires an item but does not consume that item. Like using a whisk, pan, and eggs to make scrambled eggs, but the pan and whisk don't need to be destroyed to make the recipe.
Best work around I can find is to give the items back as an event after the item is crafted, but this requires a custom event for every recipe.
Hopefully adding a new tag for items would not be too difficult. Or maybe changing the $mats tag to have a indicator for items that should be kept instead of consumed.
Great work. I was just about to make something similar to this. Going to look at the code later today, but wanted to ask in case you know. Is it possible to make local banks with this? Or is it hard coded to be universal?
Mainly want to use this to make a storage system or a crafting system where you place items in and based on what's put in, it spits out a crafted item.
I am glad you enjoyed the game. I will make it so the game auto completes when you connect to the end.
For left click only, I'm not sure how the player would change when they are connecting nodes or moving them, unless I make you always need to select the inventory, but then you would not be able to connect multiple nodes at once... I'm not sure, but more playtesting seems to be required.
Cute game, with good polish. Environments look nice, but very dark and hard to see with the high camera angle. I feel an over the shoulder camera would have worked great here.
Controls were unknown at first and died a few times, but after I got the hang of them the game played great. I like the light saving mechanic, but there were too many oil pots that it made it almost too easy. Looking forward to more of your work!
Cute concept, and fully complete game. Wife enjoyed watching my quick run. Environmental design was a highlight and done very well.
Controls were a bit floaty, and the toggle run felt a bit weird, I feel one speed would have been best. Shining apples a blue color was a good idea, but I feel a different fruit would have been better to not blend in with the environment. That hidden apple in the cave tucked in the middle of the map was the hardest to find.
I love it, short and sweet. An enjoyable play and my wife enjoyed watching me play. The AI voice was very monotone but the ghost voice was cute. Story seemed like it was made by an AI too. House looked nice and was well crafted.
Controls were simple but effective. Wish the items would highlight on viewing them. First person might have been better, or a taller ghost so looking up would be less needed. Maybe flying could have worked.
Super polished look and very impressive from the start. Great assets if made by hand. Environments and UI look sharp. My recommendation would be more feedback on ship selection and displaying the pathfinding they are taking.
Gameplay was rough to figure out. Recommend teaching one step at a time with just the explorer ship first, then next level is learning how to transport, then extractor, and finally the constructor to bring it all together.
Amazing feel and atmosphere. I really loved all of it. Story hit all the right notes. Felt like many emotional story games I have played and enjoyed.
Only improvements I can think of is getting the technical pop ins to work out better and making the text fade in and out as you walk, while still being able to walk through it.
Thanks for hosting the Jam!
Nice story based game. Enjoyed the relaxed and cozy nature at the beginning. Feel you could do a whole game on closing that diner.
Would recommend looking into some lighting tutorials to really nail the spooky feel.
Controls were nice, but you could expand on them so it is not a single dish at a time. Other than that, just working on making the rats animations and I think this can become a really fun game.