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7/8/2025, 4:45:44 AM
>>57943002
I played "Midsummer Night's Dance", one of the Skytemple hackjam entries. Not the best hack I've played, but it wasn't too bad. I'll share my thoughts (no major story spoilers).
There were some neat tilesets and backgrounds, though I'm not sure if they were custom-made by the dev. The top screen, which was the gimmick of the hackjam, was used decently well for scenery in cutscenes. The story didn't take itself seriously--there was a lot of quirky and "lol so random" humor, and the plot didn't make the most sense, but there were some cute and wholesome parts, as well as a couple good jokes. There were quite a few typos in the script, so more proofreading would've been beneficial. The difficulty felt too low, partially thanks to the plentiful items. Some characters got introduced without any buildup, and the plot involved that one annoying trope where people refuse to allow the protagonists to explain themselves, even though a simple explanation would solve the entire problem immediately.
There were a couple puzzles, which was a neat idea, but it was possible to get softlocked on them. It seems like the game spawns a required item in your inventory when you enter the floor with the puzzle, so if your inventory is full, you don't get the item and you're just stuck there. I learned that the hard way. It would've been better if the items were simply lying around for you to pick up. Also, if you fail a dungeon or choose to give up, the game softlocks on a black screen.
Overall, the hack wasn't great, but it also wasn't terrible, and I was able to get some enjoyment out of it. Admittedly, part of the enjoyment was because the hack had a theme of bananas, which is inherently funny (and even funnier with our character Tropius in mind). I hope this jam was a good experience for the dev, and you keep improving in your future hacks.
I played "Midsummer Night's Dance", one of the Skytemple hackjam entries. Not the best hack I've played, but it wasn't too bad. I'll share my thoughts (no major story spoilers).
There were some neat tilesets and backgrounds, though I'm not sure if they were custom-made by the dev. The top screen, which was the gimmick of the hackjam, was used decently well for scenery in cutscenes. The story didn't take itself seriously--there was a lot of quirky and "lol so random" humor, and the plot didn't make the most sense, but there were some cute and wholesome parts, as well as a couple good jokes. There were quite a few typos in the script, so more proofreading would've been beneficial. The difficulty felt too low, partially thanks to the plentiful items. Some characters got introduced without any buildup, and the plot involved that one annoying trope where people refuse to allow the protagonists to explain themselves, even though a simple explanation would solve the entire problem immediately.
There were a couple puzzles, which was a neat idea, but it was possible to get softlocked on them. It seems like the game spawns a required item in your inventory when you enter the floor with the puzzle, so if your inventory is full, you don't get the item and you're just stuck there. I learned that the hard way. It would've been better if the items were simply lying around for you to pick up. Also, if you fail a dungeon or choose to give up, the game softlocks on a black screen.
Overall, the hack wasn't great, but it also wasn't terrible, and I was able to get some enjoyment out of it. Admittedly, part of the enjoyment was because the hack had a theme of bananas, which is inherently funny (and even funnier with our character Tropius in mind). I hope this jam was a good experience for the dev, and you keep improving in your future hacks.
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