Loved the full game, really happy I found out this short gem in the Steam Next Fest.
Made a short video on it!
Hey Orange,
I bought both Fear & Hunger games a while ago, and I just wanted to say I really like what you've done here! Between the more traditional RPG and roguelike elements, I think the game really hit a lot of good notes! I made a video on F&H1:
Admittedly, I want to wrap up the first before I go and play the second, but I'll admit I'm already excited to see where this series will go.
Played Pseudoregalia a while ago on Steam, loved every second! Controls feel great, the atmosphere and narrative are intriguing, and the art and sound direction give a really nice dreamlike old school vibe.
I'd be lying if I said I wasn't hoping you'd make a sequel - or at the very least another 3D platformer Metroidvania.
After some time, I decided to finally make a video about it:
...and Escaped Chasm as well! Between both of them, I've really fallen in love with this world and especially with the exploration of DEP.
All the bonus content in the files struck a chord with me, too, and I really hope we get to see more of this universe eventually!
(SPOILERS IF YOU HAVEN'T PLAYED YET)
Oooh, alright. Yeah, I never saw the walljumping mechanic. Could have been the lack of feedback, but sure, now I guess I needn't have waited for the enemies. The jetpack I did use, if only a few times, but since I didn't know about the wall jump, I might have judged this aspect a bit innacurately. Also, yeah, doing new things you have no experience with is big trouble, but I think learning new stuff is part of the Game Jam spirit, so kudos for trying something different.
Thanks for taking time to respond!
Very interesting take on the theme. Hard to master, but also really fun. The presentation, visual and sound effects are really good. The level takes a bit of getting used to, but it has a lot of opportunity for the player to explore the mechanics. Also, let me say that your menus are probably around the best I've seen in this jam.
I think the money comes in at a slower pace than it should and the gnomes are a bit too fast. But maybe that's just me. And even if it's not, a little bit of balancing will solve that.
Congratulations! One of the most solid entries I've seen so far!
Err... well, how do I put this...?
The title screen is really beautiful. But the game doesn't match the art style it depicts. The gameplay was pretty straightforward to me, but the controls felt a bit clunky and the deflective pallet never really stuck to the angle I wanted it to. On the other hand, I've worked with projectile deflection games before, and I know how much of a pain it can be to set everything up sometimes. That, and I find the concept fits this Jam well.
The music was alright, but there were few visual and sound feedbacks (when I killed an enemy, it literally just disappeared). Maybe working on that game feel would be a good priority ? Good job for that title screen though - it was what drew me in to this page in the first place.
Interesting concept! The art is what drew me in and, aside from the flying enemies (which, on my opinion, don't match the art style of the rest of the assets that much), looks good, along with the animation. The gameplay is easy to understand, but the lack of sound (both music and SFX for things like the shop and the little ghosts that lift you) is a small letdown. Shame it's short, but making a 2D platformer is never easy, so...
The only part I actually disliked was the way the enemies spawn - since they already spawn chasing me, the game drifts between moments of waiting (because you need the enemies to use them as platforms) and being sandwiched by 4 enemies at once (the goblin-thing always lands on my head, for example). I mean, since you can't die, it never really gets annoying, but it might if you make a full game with multiple levels. I'd suggest working on that.
Hard to understand, but I'm not sure if this was actually your intention lol. The music fit the game well, and in general it feels a bit absurd, almost like a WarioWare minigame (which I think is a good thing). The art was strange on some objects and I didn't understand what some of them were. The physics of picking things up, however, felt nice.
Maybe making the sprites a bit clearer to understand would help people understand what you can do with each object?
Really liked the game feel on this one! The slow motion was well implemented, the controls are fun and that sound when you kill a slime is just so rewarding. I think the only shings you should add would be more sounds and visual feedback for when the slimes shoot at you and when the player gets hit.
Excellent work!
Interesting, if a little hard to understand at first (especially what you have to do with the objects from the store). Some sound would be cool, particularly when you look at things. "Clicking" is a little tedious, but in this case it's kinda part of the game, so it's hard to come up with a solution for that. The concept fits the theme well though! Good job!
Also, the "hello" was a nice little touch, but I'm not sure if there are any more interactions. I kept trying, but that was the only one I found.
Very interesting take on the theme! Using the walls to move around was interesting, but like a few other people said here, it would be great to have a more accurate measurement of how far "one step" is. I was't even aware that you could move in 8 directions insted of 4 until I read the comments. That being said, I reeeally like what you've done with the sound and how it helps conveying how far you are from the objects.
Keep up the good work!