Could have used at least a couple more slides, or some dramatic music, or maybe a joke or two. But you didn't mince words when it came to the consequences of "waiting out" an earthquake. 10/10 would get hit in the head by part of the ceiling again.
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Earthquake Warning's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #35 | 2.857 | 2.857 |
Mood | #52 | 2.333 | 2.333 |
Overall | #54 | 2.083 | 2.083 |
Audio | #57 | 1.190 | 1.190 |
Gameplay | #60 | 1.952 | 1.952 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Cool art style and theme. Though the game's story could be improved. Even just a little with flavour text or something but since the game was made in only one day (?) it's a pretty good base game overall. Music and sfx would have beeen nice (but then again...time). Also, yeah, clicking restarts the text (which I think that's an ant or some other some other type of bug maybe. Heheh :P) .
(Also, nice work using a resolution lib! I try to test games on my Android device with modifications but a big screen that can't fit the game on the screen kills that thought. That's why I even continued playing your game.)
Cute doodle style art while teaching earthquake safety. My only problem with this was that the text was a little fast especially since I wasn't expecting it to advance without me clicking. It's kind of weird to have it reset the line with clicking rather than have it advance by clicking.
Neat art style!
I have the exact same issue with popping text with my game. I think the solution is to use Font:getWrapping
. I was running too close to the wire to implement it :/
Thanks, I figured for cheap and fast art the "mid-school notebook scribbles" style was a good choice.
Truthfully the reason why the text pops like that is I was planning to use sysl-text, but after finding it impossible to work with I did the next fastest thing and just used love.graphics.printf to draw gradually growing substrings, so it doesn't take the final state into account when wrapping mid-scroll. If I do something like this again I'll definitely build a proper set of textboxes first.
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