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Content-Length: 65445 | pFad | http://itch.io/jam/agdg-demo-day-48/rate/1692077
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Comments
Just fun, really, at this point is about polishing and adding more content.
I really enjoy it.
Atmosphere given by music and the use of colors its a winner for me.
- God tier map already, since you can see the actual level
- Shapeshift is a whole game on its own, limited only by your imagination
- Ihmo a little too much reading
- Cute monsters, the stand out are ofc the boss and the bat with a battleaxe 3 times bigger than himself
- Nice introductory boss battle, also cute to make it optional
- the blind puzzle is a filter dunno how many will accept.
I didn't make it far -- I got to some machine and pressed D and then the screen went blank. I think it said Eye Needles? I like the cute art. I think the player attack animation should be shorter/faster.
I really enjoyed this. The game has a lot of charm, the writing is fun and the shapeshifting mechanic really makes you want to go and try it on everything. Took me a couple tries to do the eye boss until I figured out the optimal strategy, felt very rewarding to beat.
The action delay takes a little bit of time to get used to but I don't think you should take it away, adds to the games character.
Environment feels sterile, I think if there's an area you could improve its there. a lot of staring at mostly white backgrounds and black walls. I would work on making the world feel more lived in. Maybe compress the room size or create more interesting features to look at in each room to break the repetition.
All in All tho, my favorite game I played so far. definitely looking forwards for more.
EDIT:
just finished the demo, very lovely. actually chuckled at that very last NPC blocking the path when I tried to transform him.
I really like the visuals. Your UI on title screen was really good.
I did not expect bats with giant weapons. Animations were fun. I think background could be darker. I wouldn't want to play a game with such bright bgs for long time.
I experienced dark screen after triggering lever. I think the fix was just moving?
I found combat hard, but that's on me, not you.
I like the style of the art and writing, but the term metroidvania doesn't seem right given there's basically one upgrade and you get it early on. Though I suppose I may have been wrong and missed some stuff. I thought it was neat that there is secret bosses, though I didn't feel compelled to fight them. The hat mechanic is pretty neat. I managed to get to the end and enjoyed myself. Very charming all around.
Omnigon has a lot of style and I find it to be very amusing. I'll have to come back to this one to see if I can finally get past The Bounce: Blade of Miquella
I like the looks, but I think the attack animation is really slow. And then the screen went blank for a bit, but with no direction or real warning which isn't good. I dislike how things can't be carried over to different scenes like with a block turned into a circle and pushed into a door, but doesn't show up on the other side. Also the enemy with the giant spike pillar is annoying.
I love the art, SFX and music. The little section where you poke your eyes out and get a new pair was amusing, great job with that. Really clever design all around. The writing made me giggle a few times as well. The human portrait flavour text was pretty good. Everything just oozes charm, great job with that!
The only real feedback I have is that I experienced what I think might've been a bug after a Blademaster killed me in the 3rd screen. When I returned he was laying about doing nothing and wouldn't get up.
- the pixel locked menu animation doesn't work visually
- always include WASD movement, even if you think it's for mongoloids
- I changed tabs to type this and when I returned the game no longer worked (web version), downloading
- remove the pay what you want button from a demo
- oh, nvm it's zipped wrong: zip the game folder, not the files (correct: Game.zip/Game/Game.exe, wrong: Game.zip/Game.exe)
You have a lot of "style" elements, which are great on their own, but don't make a convincing whole. Not sure why, but my guess is that it's because the platformer, as a genre, fundamentals are too weak to support it. I get the cutesy thing, but it doesn't resonate to me because they seem to be meaningless in the context of the game.
I like the particle effects and some of the art direction. The animations look very good.
As another one said, why is C attack when X is unused?
The music is honestly rather jarring.
I got a crash on the first part of the game, the third room to the right where you use the eye kiosk.
Reached the bouncer
This is a game that aims to be weird, so it makes it difficult to evaluate.
I like the idea of shapeshifting things around you, like enemies into level objects and NPCs into other NPCs. Also I found it funny how the innofensive eye turns into a giant monster. The pixel art and animations are very well done and fluid.
I lost like 3 times against the bouncer mostly because I ran out of patience wating for a good opportunities to attack. The last time I died was from getting cornered because the bouncer wouldn't stop using the bullet attack. Combat doesn't feel good, but maybe you want combat to be like that? 1 second windup time for the attack button is a lot. Also I agree the player falls down like a brick.
I liked punching things but I fall to the ground way too fast.
Text errors:
I fed the blademasters
Egress instead of Exit? Configurate instead of Configure/Options? You have to double click on Keybinds, once to select, once to start the Button Input. Also don't bind to Z/Y its different on German Keyboards.
The Font describing Stuff doesn't fit the Rest.
You can start your Attack in the Air, which looks wrong Animation wise. Enemies and Players also clip through your Terrain, which looks odd. I used the Needles, which just removed the Gamescreen. Why? I understand you want to blind the Player, and its easy to move to the Left even while blinded, but not like that. It feels like a Bug.
So Shapeshift isn't actually me shifting Shapes, but shifting the Shape in front of me? Interesting take on the Name, but why is the Shapeshift menu on the Map Screen displaying killed Enemies then?
Some of your Green Enemies are pretty Cute, way more then the Player. Makes me feel like I'm on the wrong Side of Things. You don't reset the Map when you die, so Enemies stay springs or whatever, and the Bouncer keeps sending out Projectiles. I don't know if they always do that, or only supposed to at low health like in the initial Fight.
name the protaganist ppbot
also i accidentally pressed D too fast and wasnt able to read that i was picking up a lighter
alright it's now Pbot, because I fear double letters