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theomega669

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A member registered Apr 06, 2019

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I completed the demo.

I look forwards to any interactive creative endeavor you undertake in the future.

Quite intriguing. Going into it I had my expectations for the narrative, though its angle was thought provoking. Will provide further comments after finishing the game. 

The "placeholders" are solid, would prefer that to something "fully rendered."

Then the confusion is understandable, and glad to see that fixed as well. 

Definitely aim for a release version, it is more than worth it. A bit of a shame you aren't able to receive monetary gain from your work yet, but perhaps that will give you the extra time and perspective to fine tune it even further. I know I will be there to buy it once it comes out, and happy to help along the way too

Oh I really enjoy that the track stays even when you possess other objects, it is just the way they are synced after you that bothers me. There is some odd overlapping that messes up close to the core spirit. 
I am very curious on how this will be turning out, are you planning to make the game commercial once you have finished the new version?

What choices did you make for the jam version that caused all these problems? How did it affect the process?
Playing through the game again I have some pointers which could be improved upon. 
There is some lag during the first bossfight. 
Perhaps make the pillars you can pass through and cannot pass through a bit more clear, it was presented in a great way during the first level, but they all look a little bit too similar to distinguish between. 
Bread moves a little bit too floaty at times, especially in their jumps.

When moving, the heads that follow the shades look like they mesh over each other in a strange way, it is something I took notice of first time but it didn't bother me too much, looking at it closer, it has a strangeness to it. 

The camera moves a bit quick when shifting to another object on screen. 


Maybe switch enter for something else, I didn't notice it at first but it is a bit annoying to switch to the keyboard when you are using mouse and wants to switch bodies. I have enter tied to my mouse, which is why I didn't think about it

Maybe right mouse button?
same thing I said about the enemies from earlier applies. 

As long as you have ideas and thoughts to express through the game in new levels, puzzles, and visual storytelling, let the game grow. Making a game longer for the sake of length itself isn't as important.  Your method of developing under constant feedback from the game is lovely, the sooner you see what your code is doing the sooner you can improve it, or make sure it works properly. Making music is something everyone will have struggles with, and making a long loop of music that has enjoyment and quality to it is not something to scoff at. 

How full of a release are you planning for? If you presented the game in its current form to  a game designer, what do you think they would say about it?

Honestly I did prefer your longer answers, they gave a lot more insight into the process and your thoughts behind it.  However, I do appreciate and enjoy the clarified statements you compiled them too, even if I would have preferred to see in depth most of all. 
Deadlines and pressure has kept me busy lately, and I did not have chance to give a proper reply before now.

Either case, these are well thought out answers, and I can see how much thought and effort you poured into this project, quite amicable and inspiring. 

From the people I have shown this so far I have gotten a positive response, many like me were as astonished to see such a complete product made in this time span and with these restrictions. 

You do incorporate the story through the mechanics and gameplay splendidly, one great perk of thinking about the two concepts in tandem this early on (or even thinking about them as the same subject of development.)  

If you had much longer time to develop this game, along with some form of budget, what would be the three main aspect you would want to work on towards improving?

What was in mind when creating the aesthetic? I can see speed playing a factor, but there was thought put into it.

When in the process did you start working on the music?

Did it start as an idea of the beginning or did the beginning and end come later?

How did you envision the game?

What are you proud of within the game? Perhaps something that is not noticeable, but a great feat of programming or design.

The mechanics at play here sets the groundwork for a lovely experience, a fun aesthetic for a platforming adventure with clever design and even secrets throughout the level composition. 

At times it drags on for a bit. While the scale is impressive, were the scope of this game narrowed to a shorter experience, the elements of its design would be elevated. A tighter design methodology could make this a vertical slice of an intriguing platformer.  

You deserve all the praise I gave and more. 

Being involved in the creative field myself I instantly recognized the feeling you were describing, sitting up late day after day, struggling through hardships for the good of the craft, to bring an idea into reality. You put together something worth celebration. Whereas I often see half finished works come from jams, or a game focused on conveying a core concept to be developed later, your contribution is a fully fledged experience; creative and intriguing but also carried a sense of completion in its cohesion. 

Where others produce a puzzle of odd pieces, and some focus on making one puzzle piece particularly strong, yours is a full picture and a beautiful one at that.
Would you mind me asking a few questions regarding the game? Or showing it to some of my fellow producers?

With some polish in hit detection and fine tuning the mechanics, this will be a great game.  As it stands, its issue lie in  cluttered detection from the objects and the environment, along with a few limitations or bugs (such as the dad not walking away from the possessed antennae). With how quickly this game was developed and how much there was in it, I gave it its fair chance, yet the wavy motion and cluttered detection eventually won out. 

Were this game ever to receive a bit of optimisation and polish, I would not hesitate to pay for the experience.

One Shade's Fate community · Created a new topic Brilliant

This was brilliant. Utterly brilliant.

I fashion myself quite a critical person, focusing on finding all points of improvements of a product I am reviewing. But this. Of course, there were some points to polish: Enemy speed (got awkward a few times, locked in precarious situations), and I believe there was one jump which was proportionally difficult. 

Yet, there is struggle to find anything else to improve upon. 

The presentation is clean, concise, and coherent. Goal and motivation summed up without words or even referencing events, but through gameplay itself. 

The game evolves as you play it, progresses naturally and unveils mechanics that slot together wonderfully, without a single word the methodology of play is laid bare at our own grasp. The few times I was confused, barely a glance at the environment was enough to teach me a new aspect about the game. 

The motion is so smooth and pleasant from the soul's flight to even the very transitions between possessed objects. And the music, synced and dynamic music, lovely sounds throughout. 

This was an utter pleasure to experience, and I would not hesitate for a second to play more. 

It scratched an itch of "Parasitic" gameplay I have been urging for years, and now I just want more~.

This was brilliant. Utterly brilliant.

I fashion myself quite a critical person, focusing on finding all points of improvements of a product I am reviewing. But this. Of course, there were some points to polish: Enemy speed (got awkward a few times, locked in precarious situations), and I believe there was one jump which was proportionally difficult. 

Yet, there is struggle to find anything else to improve upon. 

The presentation is clean, concise, and coherent. Goal and motivation summed up without words or even referencing events, but through gameplay itself. 

The game evolves as you play it, progresses naturally and unveils mechanics that slot together wonderfully, without a single word the methodology of play is laid bare at our own grasp. The few times I was confused, barely a glance at the environment was enough to teach me a new aspect about the game. 

The motion is so smooth and pleasant from the soul's flight to even the very transitions between possessed objects. And the music, synced and dynamic music, lovely sounds throughout. 

This was an utter pleasure to experience, and I would not hesitate for a second to play more. 

It scratched an itch of "Parasitic" gameplay I have been urging for years, and now I just want more~.

Concept is clever and you catch on quickly, a lot of optimisations such as a quicker restart would have made it all the more enjoyable, yet a happy little package of enjoyment all the same. 

With some polish in hit detection and fine tuning the mechanics, this will be a great game.
As it stands, its issue lie in  cluttered detection from the objects and the environment, along with a few limitations or bugs (such as the dad not walking away from the possessed antennae). With how quickly this game was developed and how much there was in it, I gave it its fair chance, yet the wavy motion and cluttered detection eventually won out. 

Were this game ever to receive a bit of optimisation and polish, I would not hesitate to pay for the experience.