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I mean, there's certainly some nice art in here and it's wonderful to see so many people collaborate, but if I have to be honest, this presentation is incredibly lackluster, being your bog-standard uncreative slideshow with absolutely no amount of pizazz to help elevate the experience. Where's the music, where's the animations, where's the gallery view, heck, where's the navigation UI? I mean jeez, it's almost impressive how low-effort it is: I don't think you could mathematically get any lower, this is like absolute zero!

In addition to that, there's not even any artist credits next to the work, nor a link to their NG profile page, so if I like a piece of art, I don't know who I should be potentially following or getting a commission from (except the ones who signed their work, which some artists prefer not to do)! Shouldn't that be the main focus for these collabs, to get eyes on these cool artists?

Again, heart's in the right place for getting this together and all, but you've got to craft a better way to present this art to get people interested and make it fun: the artists did their part, now it's up to you!

ElRandomGMD responds:

This game was made on Bando's Comic Wizard by @KittyhawkMontrose, it not have many features, but she said that in a future will be add them.

AlexToolStudio responds:

Hey it was Kitty idea to use her maker

TigerPlushiefire responds:

be patient. I mean its bad but theres art that we all made for the collab and still people blame Alex for its problems on the collab even chagnoda is makings its own version of n64 collab.

MOHD5aqer responds:

@ chdonga actually has plans to remake this collab with an actual game engine, music, slideshow ui, and a kiddie zone for the mspaint stuff, so probably keep an eye out for that

Shows some potential to be a nice beat-em-up, but at the moment it is very rough and needs a lot more work. Just doesn't feel that satisfying due to the dull, lifeless and disconnected feedback for hits, spongy brainless enemies that don't vary in any significant way to spice things up, a lackluster player moveset which devolves the gameplay into just spamming one button and never being sure what finisher you're going to get which makes it hard to plan, and questionable strategy as enemies keep hitting me despite me laying into them. There's also a lot of weird bugs, like how it shrouds a pit in darkness so you can't see it until its too late. Best of luck!

speed8327 responds:

ദ്ദി ༎ຶ‿༎ຶ )(੭ ˊ^ˋ)੭ ♡ Thanks for the honest feedback. Yah I agree, there are still room for improvements. Some of the issues are already fixed in v0.7. Hope to make a full game 1 day out of it.

Pretty neat little game! Impressive in terms of graphics and also the assortment of fancy wands that you have to play with. It doesn't quite have enough meat on its bones to make me stick with it for long (more interesting escalations as the score gets higher would be neat) but I still had a good time with it. Nice work!

RunicPixels responds:

Thank you!!~!

Wow, this was a pretty cool game! Absolutely love the intro in how it lets you subvert the premise, and the sense of escalation and momentum that the game has by use of excellent musical cues, evolving enemy types, challenging level layouts and so on feels fantastic and you just can't tear yourself away once you start playing! The slow-mo effect when you munch someone is just so satisfying. The movement controls are pretty tricky to master and it can be a bit annoying bumping into walls and such, but you just gotta love that heroic monster!

I will admit, though, that I rage quit once I got to the shield enemies! I think they are a good escalation in terms of enemy design, but man, something about bumping off of them just really gets under my skin. Once I cool off, though, I'm coming back to eat them: just you wait! Wish I had a continue option so I could get right back, but I don't mind getting a bit of practice in by going through it again.

EDIT: Hah, I did it! Munched those shield guys once I figured out the tech and munched that final boss down: what a great short and sweet adventure this was!

DavidMarchand responds:

That was a wild ride of a comment! Thank you so much for the thought and time you put into it. I apologize in the name of shielded law enforcers everywhere.

Hah, this was an amusing little trip! Like a toybox, it was fun to poke and prod at everything I could find in the fake OS interface, watching what happens, catching all of the references and seeing how deep it goes. Sometimes it wasn't as interactive as I'd like (a recycle bin with no empty button?) but then other times I'd be surprised at how interactive it was (clicking on that file within the recycle bin). Heck of a nostalgia trip to go through the various Flash files as well: reminds me so much of the little sketches I used to do back in the day. So yeah, it was nice and all, but c'mon, why you gotta remind me that we're never getting Half Life 3?

Kolumbo responds:

thank you for the review!

i really wanted it to have more to the windows aspect of it, but i started way too late to be able to pull it off in time for the deadline. maybe if i actually knew how to code or something, but even this took some effort.
there is a substantially expanded version coming soon, in order to remedy that, though!

hahaha sorry about half life! if its any better, it hurts me too.
but hey, a half life 3 joke is peak 2012

Wow, this is a solid art collab! Hits a lot of the right spots that I desire from these and avoids the typical, dull slideshow presentation. The corkboard gallery is a very cute way to present the art and is such a display of variety at once that you can't help but get enticed to click em all. Love how convenient it is that you can easily get to the artist's page by clicking on their piece (though this is absent for the side poetry for some reason) and it's awesome that you can pop the image into another window so you can zoom in for higher detail, which is crucial to be able to read the comics. This also has a nice bit of polish to it, like the cool way the picture swooshes in when you click on it. Well done! Could always aspire to be even fancier, but as said, I'd consider this to be a great ideal baseline example for an art collab.

JYGame responds:

Thanks bro

Tyhond responds:

Happy Belated Earth Day! :D

Cool little metroid adventure you got here! Got quite addicted to finding all the various tools and weaving my way through nuns by climbing around on cupboards: really captured that 'Home Alone' vibe of being a little kid avoiding scary adults!

Really shocked me with the amount of depth the game has in terms of endings: I beat it the first time with the bad ending but couldn't see how the game could be anything but that, but then ended up getting the good ending after realizing how many other tools and routes there were to find! Also thought it was great that the routes all led to big moments, like terrorizing the nuns or having a huge boss fight. Really cool stuff and I can't believe there's even more potential endings I could get beyond those two!

It had a few rough spots here and there but nothing too major: if you stop crawling through a gap it should keep you in crawl mode instead of standing you up and glitching into the geometry, and speaking of crawling, I would've loved the ability to peek downwards if I crawl as there were a few times I jumped and ended up getting hit by something I couldn't see below. Also the game could be a bit plain when it comes to special effects: having the same death animation for everything, certain actions not having any sounds or particles, that kind of stuff.

Veinom responds:

Crawling is underused. It only occurs in the basement for gameplay variety. It would be easier to just remove it!

I do agree about the special effects. I wanted to add some visual and sound effects for the Mirrors, but I kept failing, so I left it as it is.

Thank you for your input and I'm glad you enjoyed this little adventure!

Edit: Thank you for playing the game! Your video was very well made :)
https://youtu.be/of8wxqPhZpw?t=17852

Hah, this certainly gave me a few laughs and a lot of nostalgia, though for the latter, not exactly in a good way, as it was reminding me of the many terrible Flash-based 2D fighters I've played back in the day, and this unfortunately was just as an awkward mashfest as those were, lacking any sort of coherent feedback or sense of strategy despite my best attempts. Would've loved to have something simple yet deep like Divekick or Footsies, but this ain't it.

Looking past it as a fighting game, however, it was still an amusing experience: the raps were very cool, I loved the goofy animations (those speed lines for walking back and forth, omg), the menus and presentation were neat, and so on. The concept of having more power when it's your turn to rap is neat too. Could definitely be neat, but in its current state, probably better as an audio portal entry instead.

Cyberdevil responds:

Tough critique man, though I do appreciate the honesty. After testing battle mechanics again and again you probably do go a bit blind as to the optimal experience...

The difficulty curve seemed pretty balanced to me in how you wouldn't win all too easily as either one or the other character here, though victory does probably require more so finding and abusing shortcomings in AI response than actually combining moves in as thought-out and rewarding a way as possible, and with limited moves the tactics required are bound to seem a bit repetitive. Valid point on the need for more coherent visual feedback too.

I do think the strategy basis is here, but probably not ideally presented, or balanced, or timed, whatever most impedes the sense of intentional progress... the difference between attacks and block responses could definitely be clearer. Maybe you need more visible openings and lapses in enemy attacks for which you'd best time your own to give a clearer sense of strategy, or more visible forewarning with attacks, so you can dodge or counter accordingly... though personally I do enjoy that more aimless classic button masher battle variety too. :)

Ah well, glad you had some fun with this anyhow, and that the speed lines at least delivered! If there do be more fighting Flashes for the future: good points to consider here.

Kwing responds:

I found myself agreeing with a lot of your points and a lot of Cyberdevil's as well. There definitely isn't as much strategy for blocking and dodging as I would like and I think a big part of this is that in a PvP fighting game, having someone run toward you *is itself* part of what telegraphs an attack whereas the AI here will impartially attack any time you're in range and doesn't have a bias toward charging at you specifically to do so. As a result, the telegraphing for the attack animation is typical as fighting games go but the movement itself doesn't serve as an effective tell. As Cyberdevil says, the strategy comes less from fighting mechanics themselves and more from how the AI can be exploited.

I saw footage of you playing the game and I think the biggest thing you missed was paying attention to range and distance. Staying outside of the opponent's reach until you're ready to attack and attacking at the maximum distance you can reach are some of the most effective strategies you can use.

I do wish I had made blocking and dodging a bit more useful. It might have been cool if you could have reduced your opponent's offense by successfully blocking or dodging, for instance, so you had more incentive to use defensive moves during the opponent's turn.

Lack of attacks was mostly a product of what can be accomplished in a Game Jam scope. More attacks would require more animations, and even if I were to flesh this out further I suspect better mechanics would be glossed over by a majority of people speeding through all of the games in quick succession. In retrospect it might have been cool to reuse animations (such as the punch) but animate additional things like a hadouken coming *out* of a punch.

Hah, this was quite a cute and challenging job sim you got here! Love the stylish presentation you got here with cute touches like the brochure tutorial and such (though the colors can be a bit too loud and hide elements at times), and the gameplay was quite addictive and fun to puzzle out! It certainly was a bit confusing and intimidating at first to figure out where to start with the client and how to figure out where they went wrong when it could be anything, but surprisingly I was able to make it through somehow!

It's nice and I probably shouldn't expect more considering its a game jam game, but I had such fun that I couldn't help but be a bit letdown at the low amount of dialogue variations and the lack of any sort of concrete end goal or sense of progression and escalation, as it did make it quite repetitive and made me eventually leave bored. There were also some clunky aspects like how there was no way to fast-forward text. But hey, for a game jam game, I think it did what it had to do: provided a nice concept that I'd love to see a more fleshed-out version of!

OblivionCreator responds:

Thanks for the feedback! To be honest, a lot of the issues with it getting boring over time were kind of known by our team shortly before release, but there wasn't much time to fix things, especially as I was working alone (on the coding side) on the final day trying to piece everything together.

Honestly the reception has been incredible so far and everyone on the team is definitely considering a full release with actually fleshed out dialogue/characters - (Though I'll make no promises on anything!) - At the very least I'd like to get a version released that matches the original vision we had for the game.

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 37, Male

Computer Guy

UMD

Joined on 11/21/06

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