I agree a lot with the other comments. x)
Great take on speed, the interpretation is just super creative, and I like it. It can even become a cool narrative game where you get to know your character exactly through those interviews and flashcards. No background info, lol xdd
However, being correct even with dots... That's rough, and I didn't even get the first 2 tries what I was doing wrong. I hope you can make it more forgiving or, at least, point with color what elements the player wrote wrong.
And maybe a bit lowered goal-limit for passing the level can be nice as well. x)
Great idea 🤌🏿
ActLikeAKing
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Maaan, I'm so glad you noticed the music tweak! That's the "minor" thing I love. x) Love your feedback overall as well.
And I do agree a lot with enemies. x) Some other people from my friends noticed it as well, and I frankly think there should've been more amount in general. I planned to have a cool flat part of the platform where you'll just knock 10 enemies and get some juicy visual feedback (didn't plan any buffs at all, at least for the game jam timeline); but I completely forgot about this idea, lol. x))
I really like the idea with enemies throwing the shopping cart - that's sick! I'd really consider adding it. Fits the vibe totally. Will think about it.
About the breaks, well, the other comment pointed it as well but I kinda don't really feel it. The main mechanic is about changing speed so abrupt breaking is a part of it, hm... My friend, however, said that it might've been the problem of the 1st biome, because I intentionally made it quite simple, so you can finish it whole without changing the speed, and even on max speed only. So that might've taught the wrong idea that you should pass the whole game on max speed. But then it would be another Geometry Dash, huh x)
What you think about it? You would want it to have just less breaking points, right?
Again, i'm so glad to receive such a feedback, daaamn! I really wanted more of that. x)) I guess, it was mostly the problem of the game picture/game page/screenshots that it din't bring that much attention. Well, it's a thing to learn. :)
And now you're saying it's your 2nd game jam... Yeah, someone's taking it seriously. x))
Funny enough, that's also my first Micro Jam and I also really wanted my game to be polished this time. With all the effects I want, all juice (to finally plan my time the way I ACTUALLY have some time for juice). And it unexpectedly worked... My artist and I were as well spit-balling the ideas before the limitation - just for "Speed" - to have some mechanics to choose from, and it definitely paid off. I even had time to go swimming on Sunday, lol.
And yeah, I get it with the running out of time... Classic. :)
Besides the overall gameplay, I like the minor things. So the touch that your tail changes the color on replay is a chief's kiss - love it.
I really like the representation of "Speed as a weapon" here, it's the idea of "the faster the harder" but in snake shell it's a cool mechanic. The controls... Man, I'm struggling af. And I always had it with the common snake. x) But it's just a skill issue.
The thing that I noticed:
I'd really much appreciate if I saw more of the field. I might even consider it being as in classic Snake where you see the whole screen - but I understand that you probably chose the moving camera because of the increasing speed. However, it feels like when I'm using the fast speed, it becomes almost impossible to react/attack the enemies when camera is so close to player, so it makes sense to actually use the slower speed, as you can kill enemies easier with more control.
Oooh, I see now! Gotcha-gotcha, tried it again, and now it's more fun, since I see crushing. x)
Thanks for the explanation!
Being honest, I saw a lot of text under the ".../strategy" and decided that I'd figure it on my own, since, I thought, I got the gameplay. So maybe - just a suggestion! - write the "How to play" part separately with the info about absorbing the same sized objects? x)
Anyway, as I said, cool game :)
Cool game, the pixelart is great!
The only thing I didn't understand at first was the fact that I shouldn't touch any of the objects. I was pretty sure that people are "collectibles" and tried my best to get them... Only to realize that they break my snow ball. :)
But after one mistake I got it and learned. Reinforcement learning in action.
If it was stated that you should avoid everything - my bad, I clearly missed it.
Hahahahahahha, that's a funny one!
Simple. finishable, good mechanic "the more you take, the slower you are", intense.
The thing I'd add is maybe some sort of debuff besides heaviness. After some point in the game, when you collect enough of speed-boost, you almost fly from one side to another even with 3 barrels. x) Just widening the screen and spawning barrels closer to the edges would do the work and game will have the same amount of intensity throughout the whole gameplay. :)
That art and animations... I was already stunned by menu and the sword animation there - I knew it was going to be super smooth and beautiful. And it was. I'm shocked you can make that level of visual enjoyment in just 2 days. Great work!
Gameplay is clear and easy, buffs are balanced, enemies upgrade the right time. Simply a very polished small game.
Agree with the point that speed as a theme could've played bigger role in the game. But outside the theme - it's a great small game.
Great small finished polished game. For someone who gets adicted by that type of games super easily - your game did a great job!
I'm interested tho, do you change the speed of the player when you increase the field? Because at some point I felt like there was no way I could've covered the whole screen in 15 secs.
Hey, had a bug on Mac M2 in both Chrome and Safari, reload didn't help. Just letting you know. :)
Played on Windows in the end.
Visuals are great as well as the music. Speed as a weapon indeed, and cool how we had the same interpretation on that limitation, but so different vibe from the games. :DD
Cool game.
Probably the best one so far. No only being perfectly alligned with the theme but the overall game as well.
I once did a similar type of game that's probably why I'm so impressed by yours made in 2 days by just 1 person. That's crazy level of polishedness here, man. Just this bumping effect when you hit the rock - that's the minor thing that gave me "oh, niiiice" feeling. x)
Really love the Dash mechanic because it works 2 ways: not only attacking but also avoiding enemies. Sound fits great, good balance, re-roll is a nice thing, movement is so cool that I was able to play on my touchpad the first time, lol.
Shortly, sick micro jam game.
Few things to consider:
1. The final screen. x) Frankly, just because I didn't pay attention to the waves, and in the end, when I died, I didn't know what was my final result.
2. Maybe the dash curve from 0% to 10-15% can happen faster. I didn't get at first that the dashing was happening even tho I held Z. I thought that I was don't something wrong or that the dash has some other conditions to happen.
3. Just a piece of advice: for game jam it might've been cooler to have the finite number of waves and a leaderboard (even a local on the game page) and let players compete for the best time. Debatable, but I found it's funnier for game jams to have it like that. :) I'm interested if you chose an infinite number of waves based on something?
Agreed with the comment below about the unclear objective. But also feels kinda unfair that time (bureaucracy bar) goes even in the exchange stage - makes it impossible to realize what to do there, because you're losing of standing. The main mechanic with dash and bounce of the walls is super cool tho, it feels cool, it's sharp, it's logical and smooth, so the game would've been fun just with that. :)
Anyway, it's super nice seeing other Czechs on this jam. :DD
Úřads suck irl, yours is cooler. x)
The visuals are really good, but the game itself feels too abrupt. x) I saw that have a bomb ticking but I didn't get at first where's the door I need to reach, and it wasn't really clear where the keys are either. the cool thing would've been a real quick camera movement through the whole scene, showing where the keys are and pointing where the finish door is (can use the parallel narration during the camera movement) - and by that you already have all the "goals" clearly. :DD
But art is really top! Especially the comics in the beginning.
Frankly, that calm-windy vibe really is different from most of the submissions there, and I genuinely like it. However, for the relaxing game, the gameplay elements are not that forgiving. x) I mean that to jump on a platform, you need to fully jump from the edge with the whole space duration, and enemies' hitbox is further than you'd expect from the animation.
Is there an explanation to the name? :)
Hey, one of the devs is here.
Great feedback, appreciate stuff like this a lot.
Regarding the debuffs, they are intentionally that hard and change your play-feeling a lot, since it's a huge risk - however, I do agree that in the end the black card is too hard to beat. We were playing with this mechanic for a while to make it extreme risky but possible and, I guess, it ended up to be not "possible" enough. x)
About the time for collecting coins, it's also a part of the gameplay: you don't only have to kill all the enemies but also manage to collect everything you got (like, keep one following you and get everything from this wave, otherwise, you'll face more harder waves). :D
Wow, this is such a nice little game in this jam! I'm glad I saw you guys in oiSIDE before 7 p.m. x)
I haven't seen any interpretation like this so far, super interesting. I enjoyed it a lot. To additional feedback, some middle levels were kinda too obvious (not talking about the new mechanics intro levels), meaning, if you went left and it went wrong, just go right and you solve it all. So the engaging was a bit reducing.
Oh, and I also faced some bug in the main menu, when I increased the volume and SFX on max and then was unable to lower it again (I did it inside the level, tho), I was using Mac M2. I'm also impressed that you were able to come up with so much puzzle levels during the jam.
All in all, great experience, really.
Oh, geez, this art and voice acting are just amazing! You guys (siblings) have to make a cartoon, really! That would be one of the CalArts nominee, I bet!
Being honest, I thought it was created by Frenches but based on the pronunciation - no way. x)) I did enjoyed this experience, thank you for that!
Heey, thank you a lot for such a detailed comment!
The movement factor is quite crucial because the mechanic scales based on the player's perspective through the glass. In other words, the closer you get, the bigger the object appears. :D
Just wanted to clarify so you have a better idea vision!
According to the 3rd level, you need to shrink the bush first to be able to enlarge the plank, so maybe that was the case? Otherwise, if it's something else, thank you for letting us know! And for the feedback in general. :)
Oh, damn it, that was mad! Up until the 7th minute, I was playing by the rules and thought it was a new Tetris, but then I just started spam-clicking around my main tower, and it turned into a kind of clicker game (I lasted about 9 minutes and 20 seconds). Maybe if you forbid double-clicking (at least before the 9th minute), it would make the game less cheating? x))
Good game after all!



