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Reviews for "Comatoast: Unjammed"

i somehow got to negative health?

im croissant at depth 30. 10 min in at -42/6 health. 99: constructs (whatever that means)
my character is invisible but i can see the baby croissant so i can kinda see where i am.

crow-seeds responds:

Try refreshing the page/clearing your browser cache. There was a bugfix that patched this bug not too long ago, wondering if the version has loaded for you.

The horse hurts my head
also good game!
also I have skill issue

This game portrays psychological horror better than most horror games nowadays. Amazingly disturbing and I think.

graphic nice kill ennemie is hard

crow-seeds responds:

skill issue

Hmmm, this was an odd one for me, but I could chalk it up to be being an old fuddy-duddy, I suppose, haha.

On one hand, despite the rather seemingly juvenile art and presentation, I felt like the game has a real charm to the way it was constructed and showed a lot of hidden depth and effort. The game is certainly unique with all sorts of weird events and levels coming up to keep things interesting. There are a lot of cool subtle touches like the way you character slowly gets ripped apart with the more times you die and get closer to game over. I definitely loved the weird warp zone bonus levels as well: gave me a real Super Meat Boy 8-Bit levels vibe. Overall, it is certainly quite the unique and weird trip.

The game can definitely be pretty janky though. Hitboxes for spikes felt really unfair and difficult to determine, and movement and physics felt really weird as well, possibly due to the way the graphics (especially the player) kept wiggling around and changing shapes so you could never get a clear read. For example, I actually thought my character kept sliding across the ground like ice, but it was just the weird idle animation and the way it shifts sidewise a bit as it loops. While the levels could be quite interesting at times, a lot of them would sometimes be incredibly boring and having nothing of interest. The combat was also lacking any satisfying feedback or strategy to it. The descriptions for item pick-ups would come and go so fast without me being being able to read them, and there wasn't a way I could click on my inventory items to see what abilities they had as reference either. Just made for a really confusing time.

And this is the tough part for me but, the game just felt super cringe, with the voice acting being the primary culprit. I know, I know, it's supposed to be intentional and all that, with the way the character keeps taking a gasp so he can continue his run-on gabbing and the way everyone is being all goofy, but I was straight into that menu and cranking the voice volume to zero pronto. I wouldn't mind if the voices would appear here and there at notable events, but it was a constant audio onslaught with voices and sound effects and other voices overlapping each other and making everything just a garbled mess and difficult to parse. It can work, but it just needs some construction to it, I feel: less is more.

crow-seeds responds:

Thank you so much for the feedback!

Haha, as a developer it's kinda hard to tell if something feels jank or weird when you've played the game for so long that you've gotten numb to the weirdness. If it's causing you too much trouble, the wiggling doodle effect can be turned off in the main menu settings!

The combat does feel a bit lack luster. Tried to add a combo system where you whack and then click stab to launch an enemy further (or the other way around for a different effect). Wanted to make it simple and easy to use to put more emphasis on the platforming, but I guess it still feels two dimensional. Maybe some more audio and visual feedback is in order? The levels in the beginning chapters are made to be simple to teach the player the mechanics, the later ones are much more interesting I promise!

Anyways, I wanted to say I appreciate long comments like these, I'll try to implement some of these changes in future updates!

Edit: Just realized the slippy moving back and forth and jankiness is due to frame rate and lag! Working on a fix, thanks for letting me know, testing on my lower end devices rn. This was not intentional and the janky hitbox was a result of this. Working on this asap