Congrats on your game, it looks and feels really cohesive and got me interested in the world you created.
How you used the theme in several levels is really brilliant. You got salvaging crystals, but also salvaging as in making the best of a rather bad situation (your crewmates dying on the mission) and also salvaging as in trying to salvage your crewmates' life and efforts by keeping saving their memory and names.
The aesthetics are really singular and I liked how with just 2 colors you managed to create something original. The sound design feels immersive and space-ish. Really liked it :)
I read the instructions on luring hunting and doding and got to succesfuly hunt 1 easy monster thought I think it was mere luck haha , given I coulnd't pass the luring stage on next monsters (i just couldn't make it maybe it's skill issue or idk if i was doing something wrong).
Thanks for the feedback! :) If it's not too much trouble, could you tell me whether the problems were only with the more complex monsters, or with the simple ones too? I've tested the build for a full playthrough several times and everything seemed to work fine, so I'm a bit torn: should I lower the difficulty by removing the "feints" and slowing down the ring, or is the real issue the lack of a proper UI and unclear tutorial?
Of course: I wouldn't say the solution is making it easier right away. I don't think the problem is the speed of the ring or the feints, actually I think the feints are good to have cause it adds variation to the luring part. I think my problem was for the luring part I didn't fully understood what was actually my goal, I wasn't sure if it was to wait for the closing ring to be exactly on top of the smaller white ring or if I had to wait for it to be smaller than the smallest ring. I thought I was doing it right but then at the end the monster got away somehow.
So, I would say adding a simple tutorial showing you visually what a succesful lure looks like would solve most of the issues, and maybe adding a clearer feedback to when the player gets it right.
Thank you, that makes sense! I'll start working on the fixes and the tutorial today. I'll make the first fight a tutorial with a detailed visual explanation of each stage, and add an aggression meter in the first phase to show how many times the minigame needs to be completed, plus a boss HP bar in the second phase. And special thanks for suggesting a visual indicator for success! Until now I only had a sound effect, and it clearly wasn't enough.
this looks and feels very good, the art style is amazing, good job! I wouldve loved to have more help or info in the HUD in batlles, but this is really good.
Thank you so much for playing and for the review! I totally agree: the lack of a proper combat tutorial and clear explanations is one of the game's weakest points right now. I've added a short guide to the game page, but I know that's not enough. I'm planning to make some of the hidden UI bars visible and add a dedicated tutorial battle that walks you through everything step by step. The idea was to take simple mechanics and make them interesting, but I overcomplicated things and they ended up less intuitive than I wanted. Thanks again for the feedback! :)
Hey, I also participated in that publisher's Game Jam. If like us you are not entirely satisfied on how confusing things went about that jam I invite you to submit your game to the Salvage the Jam so we can have a safe place where we can all showcase, play, and feedback our games!
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Congrats on your game, it looks and feels really cohesive and got me interested in the world you created.
How you used the theme in several levels is really brilliant. You got salvaging crystals, but also salvaging as in making the best of a rather bad situation (your crewmates dying on the mission) and also salvaging as in trying to salvage your crewmates' life and efforts by keeping saving their memory and names.
The aesthetics are really singular and I liked how with just 2 colors you managed to create something original. The sound design feels immersive and space-ish. Really liked it :)
I read the instructions on luring hunting and doding and got to succesfuly hunt 1 easy monster thought I think it was mere luck haha , given I coulnd't pass the luring stage on next monsters (i just couldn't make it maybe it's skill issue or idk if i was doing something wrong).
Thanks for the feedback! :) If it's not too much trouble, could you tell me whether the problems were only with the more complex monsters, or with the simple ones too? I've tested the build for a full playthrough several times and everything seemed to work fine, so I'm a bit torn: should I lower the difficulty by removing the "feints" and slowing down the ring, or is the real issue the lack of a proper UI and unclear tutorial?
Of course: I wouldn't say the solution is making it easier right away. I don't think the problem is the speed of the ring or the feints, actually I think the feints are good to have cause it adds variation to the luring part. I think my problem was for the luring part I didn't fully understood what was actually my goal, I wasn't sure if it was to wait for the closing ring to be exactly on top of the smaller white ring or if I had to wait for it to be smaller than the smallest ring. I thought I was doing it right but then at the end the monster got away somehow.
So, I would say adding a simple tutorial showing you visually what a succesful lure looks like would solve most of the issues, and maybe adding a clearer feedback to when the player gets it right.
Thank you, that makes sense! I'll start working on the fixes and the tutorial today. I'll make the first fight a tutorial with a detailed visual explanation of each stage, and add an aggression meter in the first phase to show how many times the minigame needs to be completed, plus a boss HP bar in the second phase. And special thanks for suggesting a visual indicator for success! Until now I only had a sound effect, and it clearly wasn't enough.
All of that sounds awesome! When you have that version you can reply to this comment so I can give the changes a try.
Btw did you guys had an specific reference for the visual aesthetic of your game?
this looks and feels very good, the art style is amazing, good job!
I wouldve loved to have more help or info in the HUD in batlles, but this is really good.
Thank you so much for playing and for the review! I totally agree: the lack of a proper combat tutorial and clear explanations is one of the game's weakest points right now. I've added a short guide to the game page, but I know that's not enough. I'm planning to make some of the hidden UI bars visible and add a dedicated tutorial battle that walks you through everything step by step. The idea was to take simple mechanics and make them interesting, but I overcomplicated things and they ended up less intuitive than I wanted. Thanks again for the feedback! :)
Enjoyed the look and feel of the game. This turned out really nice. Good job!
Thank you for the kind words!
Big fan of the artstyle, keep it up!
Tnx so much!
Hey, I also participated in that publisher's Game Jam. If like us you are not entirely satisfied on how confusing things went about that jam I invite you to submit your game to the Salvage the Jam so we can have a safe place where we can all showcase, play, and feedback our games!
Go check it out :)