HOUSEKEEPING'S PROFILE

My name's Kasey Ozymy. I'm a game designer from Texas. I made Jimmy and the Pulsating Mass and am currently working on Hymn to the Earless God.

Check out Hymn to the Earless God:
https://store.steampowered.com/app/2165130/Hymn_to_the_Earless_God

Buy Jimmy:
https://store.steampowered.com/app/706560/Jimmy_and_the_Pulsating_Mass/
Hymn to the Earless God
Live and die on a hostile world.

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The Heart Pumps Clay Review

Hey, Unity, thanks so much for the kind review! I was definitely going to go for all-custom graphics, but I tried to tackle water animations early on and was immediately punched in the gut by the cold fist of my own limitations (grass, too--I mean, holy crap, who knew drawing GRASS would be so difficult?). I was hoping decent mapping would at least keep the field graphics passable, but this was one of the victims of the deadline, and the unusual setting sort of required SOME custom graphics, so sorry for the clashing. Mainly I'm just pleased as punch that you enjoyed it!

Mirror Boy

I've been giving pretty detailed feedback to other contest entries, but I think this game is simplistic enough that I just don't HAVE that much feedback. The puzzles were well-executed and the mechanic worked, but, yeah, it's pretty short. I think that the mechanic that you've demonstrated here is probably not enough to flesh out into a game of substantial length, but I could seriously see the mirror function in a game that has multiple different tools that you can swap between, i.e. a more puzzle-focused Zelda-esque game. The puzzles veered towards easy, so I think you could probably get some more out of this mechanic. The story seemed tacked on, so I would consider just removing it or polishing it into something more. Short puzzle games like this can be all gameplay as far as I'm concerned.

Oh, and there was a graphical glitch that broke the area up into a grid, but my computer might just be weird with Unity games (In Arcem Miseria had some issues, too). I also found it kind of difficult to click on the appropriate menu option at the title screen.

The Heart Pumps Clay

Yep. They just do 100 points of damage +/- 20 percent.

Les Visiteurs Dans L'Espace

@Neversilent: I understand the subjectivity aspect of art, but I think my take-home point is that we should really be careful about using that as a shield to criticism. There are reasons why we celebrate some artists more than others, and those reasons aren't entirely subjective.

@Yellow Magic: You definitely shouldn't stop trying! Just learn a bit more about storytelling. It's part science, too, you know.

The Heart Pumps Clay

Yeah, it was originally bottled phoenix, but "bottled phoenix" was too long of a name and overlapped the mp cost in battles. I also made a last minute change to the battle font (which was an accident as I got some missing font errors and did a search for the font on my computer--it ended up being different, which was kind of WEIRD). I definitely liked bottled phoenix better, and I really wanted to use it. Factoid: "Fairy Potion" used to be "Fairytooth Potion" and the description was something like, "You need a tiny chisel to remove the molars." When I started running into text issues, I almost cried. Some other changes: "Eternal Ice Cube" instead of "Eternal Ice," "Diabolical Fire Bomb" instead of "Wildfire Bomb," and "Razorthorn Seed" instead of "Thistle Seed." The coinpurse and pet skull also had Percival and Thulak Khan's names in them, e.g. "Percival's Coinpurse." If the new font allows me to change that, I might update that post-contest.

Crow's magic attack is just flavor.
And foreshadowing.


As for the reflection:
Since this is a fantastical set of rules, witches don't have reflections but warlocks do. They're separate entities altogether. From a writing standpoint, though, that's just an easy transition into that cut scene, and it allows for a little foreshadowing with Crow. That's one of the cool things about working with fantasy; you can make up the rules as you go along, ohohohohoho!

Dust to Dust

Hey, gave this a play. There were some cool aspects to this game and some not-so-cool aspects, so it was a bit of a mixed success for me. Here's some detailed feedback:

First, there were a few bugs. I wasn't able to switch characters at some point very soon after the tutorial for it. So, while the magey guy's larger skill set looked like it made him pretty overpowered, I wasn't able to use him, unfortunately. I also don't know if leaving the "to dust we will return" (or whatever it was specifically) text was meant to be on the screen for the entire game; I assume not. If it was, I found it a little irritating. There might have been a few more bugs that I let slip since they didn't impact the gameplay much.

Now, the meat and potatoes:
-The graphics were lovely--some of the better stuff I've seen in this competition, and I would stack it up against games like Painted Heart and Unraveled. Everything fit beautifully.
-Your music choices were fitting but generally forgettable. I saw that you used some music packs, so that's about what you can expect from them.
-That alarm sound will haunt my nightmares.
-I remember reading somewhere that you tend to do adventure games, and that shows here. The more adventurey segments, such as collecting money in the safe town, were the strong parts of the gameplay. Honestly, that part was probably the most engaging section for me. The only problem is that it looked like that section could have been skipped altogether with little impact on the game. I would have liked those choices to matter, and I would have liked stealing especially to have consequences.
-Your game had a lot of systems that felt unnecessary. Forgive me for not remembering the name of the 18 year old guy that you get in your party early on, but, what's the point of giving him a field ability to knock things over when you only use it once? Likewise, Jian's technical knowledge seemed like it wasn't used at all in hindsight. I think those are good ideas for an adventure game (or a hybrid rpg/adventure like this), but you needed to get more out of those mechanics.
-The rpg battles needed way more tuning and should have been a bigger portion of the game, or they should have been simply removed in favor of more adventure game solutions. Regular physical attacks seemed better than skills in a lot of cases, and enemies went down like they were nothing. Dust soldiers, for example, could have used some kind of balancing factor to offset their low health. I liked the low health part since it coincided with the story, but maybe high speed and attack would have introduced a priority factor to the combat. I never even got to use the ultimate attacks because the fights were over long before the meters filled.
-The story had an interesting setting and ground situation, but once you distill it down to its basic elements, it got a little by-the-numbers.
-This could have been offset by interesting characters, but the game focused more on conveying the plot than developing characters beyond their introductions. There was an emotional core to the story with the little brother, but that didn't get much emphasis after the initial portion of the game. I would have much rather played a game about the sister and her brother trying to make it in this horrible world (even though the dangers of this world were downplayed) than a game about overthrowing a government plot. It would have been a different direction, but when I was playing, I thought that THAT'S where the real story and conflict that the audience can connect to was, and it just kind of sucked that it was so downplayed.

Overall, this is still a gorgeous game, but some tighter writing and more concentrated gameplay would have made it worked much better for me. Good luck on the contest!

The Heart Pumps Clay

Thanks, glad you liked it! I hope, in the end, you found the last fight more clever than irritating, haha.

Les Visiteurs Dans L'Espace

Ah, I meant to say that it's didactic, not pedantic. I got my tics mixed up.

I think that different does equal bad in this case. It's easy to blanket everything as subjective, but the fact is there's a vast body of work that we build on as artists (if you're okay with calling us that). Let me give you an example. If I go outside and shit in the lawn and the neighbors call the cops on me, I can't say, "Look, it's a different way to do things, but it's not necessarily bad. I mean, logically, animals have to shit, so it's more natural for me to shit outside which will fertilize the lawn than to waste water flushing the toilet and creating a sewage problem." The reason this wouldn't work is that, even if theoretically I could be seen as in the right, society has grown in a specific way. Ignoring the rules that have come before you is therefore problematic.

That's not to say that you can't break rules, but you have to do so with a firm understanding of the rules set before you and artfully bend them. I think that the message is hamfisted in its delivery and simplistic in its philosophy. It might work for a very small amount of people, but I even think those people will have problems saying that it was executed well. There are too many things objectively wrong about it.

The Heart Pumps Clay

It's missable, but the mimic equipment isn't necessary; I put it in there for a little risk/reward dynamic in those fights. And, I know about that graphical glitch, too; it's because I used pictures for Scrum's armor and finished the animations last, so I didn't catch it until very late in development. That's something I think I'll be able to fix post-contest, though.

Les Visiteurs Dans L'Espace

I guess my point isn't that you had to tackle those issues, but it was that if you were going to tackle a philosophy, then you should have treated it as a question or open dialogue rather than an answer. I really don't like pedantic media, and I think most people would agree with me. The pedantic media that people do enjoy generally involves things they already agree with, so it just seems like a waste of time to me.

Anyway, I hope I didn't come off as too salty. I was pretty irritated after I finished, so I should have just gone to bed before talking about it.