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AEtharr
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Very nicely done! As of yet, this is one of the most original ideas I've seen for this jam, and yet so simple and such an obvious idea that i'm almost angry that I didn't think of it myself! I also really liked the difficulty balancing, it seemed to step up just enough each time. Really really cool my dude!
Hi so as promised, here's my quick review. All in all an interesting idea with great execution. You nailed the level progression, (though would switch the large level and the one after around.) I enjoyed how after the game teaches you about the various items, it then give the twist of forcing you to choose when and where to switch the items to be able to actually complete the level. As others have said, it could do with being a little quicker, but an interesting idea for sure :) Well done!
Thank you very much my man for your words, and for playing!
The art was all my wife's first attempt at pixel-art, It was a fun project for us. While I can sympathise, about the length of the initial guide laser, I intentionally made it short to give the player a bit more of a challenge, as just seeing the whole path made it trivial in my opinion.. However, I appreciate it's a delicate balance between making something challenging and making something accessible.
(I also agree about the slow motion effect, and would've liked to implement something like that, though sadly i'm not the fastest developer in the world haha)
Haha, awesome :D thanks for playing!
Regarding the walls thing, we wanted to telegraph it to the player more for sure, but the whole level-design part didnt really come together until the last part of the jam, and while I was plugging away trying to code stuff, my wife was having her first-ever go at level designing xD.. But after the jam, who knows, maybe we'll pick this back up, and we'd definitely look at improving aspects such as that.
Another interesting game, The concept was really cool, but made me wish there was some kind of other interaction along the way, perhaps the ability to swing from their tongue like the old Ninja Ropes in Worms or something. I did find myself getting stuck in the walls quite a lot and at one point I think i nearly fell out of the level, but managed to quickly catch myself in time. ha.. But all in all, a nice little game, Well done :D
If you've got a minute, would you mind checking out our entry?
Interesting idea, I too felt that it wasnt obvious about the colours being sequential. I can see how you tried to show the player that fact with the rows of three boxes. Perhaps if the intro part only had one lane so you couldn't switch and force several premature changes, it would've been a little clearer. But I cant fault the idea and how polished it ended up being! Definitely interesting :)
Your game was simple, but cute and definitely had the entertainment factor haha. Hearing your rendition of the various songs gave me a good chuckle. :)
If you'd mind checking out our game, i'd be very grateful. :)
Excellent little game, great fun and very challenging with nice level progression. It took me a fair while to get the hang of the pixel-perfect jumping but yeah, a great little game :) Well done!
I don't suppose you'd mind giving our game a quick go if you've got a minute?
This is pretty damn cool. The look is simple, but the effects sell it. I barely noticed at first, but the screen-shake really helped to sell the weight of the explosion.
Anyway, your level progression was awesome, I particularly enjoyed how you slowly added new elements and complexity as you went and liked the twist on some levels to make you change your way of thinking and the mechanic, while simple, was satisfying for sure.
Nice little game here. I quite enjoyed how the levels increased in complexity as it went along, giving you a slightly increased challenge each time. I tend to agree that it could do with some enemies or perhaps other movement to keep things from getting stale and spite things up a bit. Maybe something like slopes where you have to time your jump or something like that? :)
Thanks. Yeah the actual level design element only really came together towards the end of the jam so we didn't have much in the way of consistency or a gentle difficulty curve.. But I'm glad you had fun for sure.
And yes, I totally hear you on the slower travel, Personally, I think some kind of animation would do the trick, because as it stands the bullet trail works with a Raycast, so everything happens instantaneously, haha.
Hi guys, if you could take a look at ours, that'd be lovely: https://aetharr.itch.io/gmtkjam2019-bullettime
We've liked to get in some more stuff, like some polish, and environmental effects. We were really hoping to get explosive barrels and shootable chandeliers and stuff, but barely managed to get the few levels that are in the game, in.
All in all a great little game. As stated by others, the whole slow-mo effect really sells the impact. It'd be interesting to see it with moving targets, and or the ability to move yourself into position.
My only complaints are: Showing the full extent of the ricochet before committing meant there was no challenge. Also, while that last level was was cute and cheeky, it's a bit of a troll without telegraphing beforehand that the character might do that.
(We also did a little one-shot ricochet puzzle game xD https://itch.io/jam/gmtk-2019/rate/462793)
A nice little game, well done. Nice use of filters and whatnot to give it that unique aesthetic, and the simple music works nicely too! My only criticism is that the bullets blend into the background, so it might've been nice to see a trail or something.
All in all, good stuff :)
We also made a game about ricocheting bullets to kill all enemies xD https://itch.io/jam/gmtk-2019/rate/462793
Not a bad concept though the sheer speed of the kite made it very difficult to control.
With a little more polish though, I can people playing something like this on mobile.
One other point was that for me, I felt that the height gain from collecting a star was too slight, especially when collecting a lightning bolt moments later.
Overall, not bad at all.
Thanks for the great feedback :)
The crackly text is something that i'm definitely aware of, and it's due to the next sound cutting off the previous one mid-way through. The easy answer would be to either make the sound shorter or have them occur less often, I'll have to experiment with it.
The text issue is another one that can completely understand, However the trade off there is that with the current implementation, I can resize the text-box to anything I want and it'll generate paging automatically. Which would allow for a potential transition to mobile platforms with a different screen ratio.
Though I admit adding the actual dialog elements to the game was quite last minute. While I had written them up separately, I hadn't got too much time to structure them more carefully, but it's something I can definitely consider :)
And of course, i'd have loved to draw some backgrounds up, my only reservation there, is considering that I went for a 1-bit graphics approach (no greys) would a detailed background behind the character create such a complex image that it distracts too much? or becomes confusing?.. I suppose there can be colour cues, such as with the Testimony text, but it'll definitely need some thought.
Originally, I definitely did want to draw a couple of backgrounds, such as showing the murder scene and more characters, and even a backyard environment for the courtroom itself haha. I love the idea that these animals are just a bunch of pets, gathered in a meeting in someone's backyard~