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I love the art! And wow, there’s so many well made menu screens (intro, avatar selector, results). Seriously amazing.

I liked that there are so many ideas and each can go a long way in a possibly future non-gamejam version — some of these I did not get from the description, some feel a bit unbalanced (I was really afraid of the electric hurdles until I hit one :D), but all are interesting a play well after few tries. 

The stamina mechanic in the races is magically balanced and feels really good. It would be great to be able to watch the character on the screen while checking the bars (my vision tunelled hard into the bars :D), but it plays well anyway.

(+1)

Thanks, I really appreciate the feedback.

I am pretty unhappy with the way the event introductions ended up - the original plan was to do each event introduction as an image so that I could includes some diagrams pointing out some of the key aspects, but I ended up running short on time so just fell back onto whacking some text into an ordered list and throwing it on screen with a drawTextInRect command. It was very much a "something is better than absolutely nothing" solution. I feel like the shotput event in particular is a little cryptic about what it's expecting.

It's funny you should mention the hurdles, though, as the penalisation on that is actually bugged out and slightly less impactful than I was intending. I ended up leaving it because I liked the way the sound effect looping as a result of it sounded, but it does mean there's actually two frames of the electrocution animation that never display.

I do hope to do a tidied up DX version at some point -  I want to rewrite half the code for the ball throwing event, and I really want to put in the egg-and-spoon race I wanted to do but ran out of time for - and adding some extra feedback on the stamina gauge is probably something I'll have a major think about there.

Oh, thanks for such detailed reply! 

I totally get that about the introductions — I was really happy that I could squeeze an animation into my game, but even that was a lot of work and I have just one mechanic in the whole game.

It was exactly the shotput that tripped me. Anyway, these compromises are totally to be expected when trying to do anything in <48 hours. I had reserved just 6–8 hours for the jam and in the end I spent 12 hours working on it late into the night.

And one more thing — I already spent more than those original 12 hours post-jam just trying to reorganize my code to squash some weird bugs in the game. So good luck with the rewrite! I can wholeheartedly recommend starting with clean slate and well designed outline and only then cherrypicking from the code from the jam :D