A beautiful, interesting game! Good job!
Good luck in development, if planned =)
Criteria | Rank | Score* | Raw Score |
Fun | #30 | 3.723 | 3.723 |
Visuals | #33 | 3.979 | 3.979 |
Theme | #34 | 3.787 | 3.787 |
Ranked from 47 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
A beautiful, interesting game! Good job!
Good luck in development, if planned =)
Oh wow great game! I was so confused at the start! I didn't realise I was controlling that tadpole guy and was wondering why the game wasn't starting!
Looks really great and the effects are punchy! My best run was for about 30 seconds, is that good or do I suck?
Really fun game! I like how fast paced it is. The design you had for the main menu also served as a really nice tutorial. The simple controls made it easy to jump into and it was fun trying to beat my friend's high score. I think my main issue was with the balance. I think it was a little bit unforgiving. Maybe that was the intent but I think some balance changes to explore could be having even a passive energy replenish. I think it'd make the safe spots a little bit more rearding to be in. Or having the blue squares give less energy but also decrease the amount of energy expanded. Think one bad round can be easily over in a few seconds because of how quick the fall is and how much energy you expend. Especially because the pink objects destroy so much energy. Parts of it felt a little RNG as I felt there was a run where there was just so few blue objects. But I might be completely wrong on that and just misplayed that run. Fun game, just a little too punishing. Difficulty levels are hard to judge though so I'm sure there are players that felt it was fine! Just my personal opinion, and the feel it has right now might have been what you were looking for! I really enjoyed the game though. I found it had the perfect amount of juice, the music was pleasant and not over the top - so it didn't feel annoying to have to hear it again when starting a new game. It wasn't heavy music and lent well to my feelings of wanting to continue playing. Everything meshed together really well and I had a lot of fun with the game!
wow thanks for the detailed reply!! My original intent was to have it so you could customize the play experience but I ran out of time. Essentially the game doesn't use timers but had a 'minimum' for each element. As soon as an element amount is below the minimum it generates new ones. So by default I have it set to 4 green, 4 red, 1 carrot. 1 space, and 1 package. So you shouldn't have an issue with having too many red vs greens unless you hit the package icons. Thank you for the feedback! I will have the gameplay difficulty stuff added in an update for sure!! :)
That's a good idea too! I might add some speed stuff in there as well! :P By the end I will probably have it set up in a SSB type of way where you can completely customize each round. Though for highscores I will probably have 3 pre-defined modes (if I do a global highscore system. :p). Thanks for the feedback! Ya'lls game was fantastic!!
This feels like a pretty polished concept for a cool little score attack time killer game. I really like how after a game over it's super quick and smooth to jump into a new game. If this could be adapted for gesture control, I think this could make for a pretty solid mobile platform game.
Nice work!
The jump direction should be pretty straight forward, but I wonder if you could get variable jump strength out of like swipe length or speed or something. Maybe swipe for direction, hold for jump strength? I dunno, I've never messed around with mobile stuff in GMS and it's been like two years since I've done anything with something like Android Studio, so I might not exactly be the best person to be brainstorming this stuff.
yeah, same. It actually might just be better to tap and hold. That way the player will just jump toward the direction you tap. And if you release the tap it releases the jump. Would probably have to curb the gravity and make it more like you are underwater though (like being able to jump in 360 directions with a slower decent). Idk though. Haha. I dont even have an android export and I'm broke as hell so it really doesn't even matter. Haha. But for mobile via html5 I could try it out at least. :p
This game was a ton of fun! I really enjoyed trying to beat my high score!
Very fun gameplay! Had an issues where the keyboard controls caused the page to scroll on the html5 version, but worked great after a page refresh!
Extremely fun and creative, I dont have a lot to say about this other then the html5 version completely destroying my computer, allow switching to fullscreen! Very fun! https://www.twitch.tv/videos/1064516191 @04:49:29
This is by far the one i enjoyed the most, very simple, very hard, no bugs, the gameplay is repetitive but its a jam game... very polished. We need a highscore on the screen!!! Also you need to teach the player that holding space you use the jumping energy more efficiently, i was about to quit playing but i noticed that and the game became a lot better!
really loved how the menu teaches the player the game and this is a great polished entry!
really loved how the menu teaches the player the game and this is a great polished entry!
Very polished, heaps of juice and fun to play. Very clever using the main menu to teach the player the movement. My main bit of feedback was I found it quite difficult and struggled to keep the jump/power bar from going down fast. Perhaps a difficulty setting would have helped? Overall awesome job, your game submission is great!
I like the core gameplay concept of needing to slice to jump but having to jump to slice! It took me a little while to figure out how to escape the menu and what to do, but once I got it I had good fun.
I'd say a lot of confusion came from the main menu being an infinite loop whereas in the actual game, the floor kills you.
Once I figured that out, the game is quite intuitive. It plays very nicely and looks great. I like the effects. Overall a great entry.
thanks! Yeah I wanted to go a more traditional route but was running out of time. My thinking was "well, they can't play the game until they learn the core concept". I would have much preferred a tutorial but it was the quickest solution I could think of at the time. Haha. And thanks for the input on the floor. Didn't even think about that! I could probably make it so that when you hit the floor it bounces you back up red for a moment before you begin to drift down again. Thanks so much for the feedback!! I will try and tidy that up soon! :D
Edit: also I got your game on my list for tomorrow!! :D
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