After playing a bit more with it, I think the controls can be worked with and it's fun to drive, however you do need to start decelerating before a turn. That's why some way for the player to know about the upcoming turns would be quite useful, could be a bit of UI or just a more zoomed out camera. The idea of trying to stay close to the yellow car to get the most score is a quite interesting take on the theme, and changes the goal from being the fastest to joining together with another car, I like it!
Agecaf
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The controls are easy to understand in theory, but hard to work with in practice. One of the main issues is with letting it stretch beyond the maximum you allow, which means it is unclear what the maximum is, and makes it hard to figure out how much exactly you're pulling. Another of the issues is that parabolic trajectories aren't always super intuitive, which is why many games that use them have (partial) predicted trajectories. A way to quickly restart a level would've been a nice addition, since screwing up one arc means it might be best to restart the level.
That being said, the feeling of the jumps is great and the graphics are nice. There's some nice polish and the levels are interesting, it's really good for something done in 48 hours!
Amazing art, cunning design and flawless execution, but it is held back quite a lot by the lack of audio. A good choice of soundtrack (even from somewhere like opengameart) can make replaying it over and over more fun, and crunchy SFX can make the slaying of foes all the more rewarding. Still, it's really impressive what you managed to do in just 48 hours, it's really polished.
Audio is not all about music, SFX are also quite important and can greatly enhance a game. You can find SFX sound banks with unrestrictive licenses online, or generate them with a tool like sfxr.
As for music, it's fun to learn how to make your own, but if that's not your cup of tea, you can find music for your games in places like opengameart; just be sure to read the licenses and credit the authors appropriately. Choosing a good background music can make the graphics and the audio come together to make a great atmosphere, this game for example could probably use a catchy chiptune soundtrack, with crunchy sfx.
I liked the music! Some SFX would've been a nice addition, to know if your bullets are hitting the enemy while focusing on blocking the enemy's bullets. The gameplay is fun, though a bit hard to control. And you can get the enemy to negative HP? I liked the part near the start where there's some cool terrain, more of that could've been quite fun.
I like the level design and the different wall types, they add a nice variety and the levels they are presented in are good "silent tutorials". Audio would've been nice, but that's just me really liking audio. The areas you can click to link the blob with an anchor where a bit too small for my tastes, there were too many times I just clicked slightly to the side and in a game where timing is so important I think "when" instead of "where" you click should be the more difficult part. A restart button in the keyboard would've been nice, since there's a lot of manual restarting to do. I really liked the levels and the concept, there's a surprisingly broad variety on display.
I'd like to mainly give feedback on the audio. The game's music is great at setting the atmosphere, and really complements the art and light choices to make a cool atmosphere. The shooting SFX is really nice, but possibly a bit too loud. Some more SFX would've been greatly appreciated, especially ones for getting hurt since otherwise it's hard to tell when you've lost a heart. Overall, it's a quite impressive combination of art and programming for 48 hours, great work!
I like the level and the abilities that the ghosts grant you; this is effectively a mini-metroidvania which is hard to pull off in such a short time! I think what I felt was missing most was some SFX for the spikes in particular; it is hard to get the timing right with just visual information─SFX more in general would've been a great addition. I liked the art and the music. It's not easy to work as a team and maintain a cohesive vision, which you've managed to do to great effect, well done!
Ah, this brings back good memories. A fun part of playing with building blocks is seeing what you're about to pick, maybe having previews of the blocks you're picking, or have a bunch of random blocks in a "block box" in the lower part of the screen, could be a nice addition. This is well implemented and the SFX are a nice touch.
This is really good! The main mechanic is well polished, and there's tons of level variety with the three enemy types you introduce. If anything, maybe the enemy's shooting SFX was too quiet? It might've helped dodge those arrows. Some way of climbing when you're "left hanging" could've also been a nice feature, though the game feels complete as it is right now. It's pretty amazing it was all done in 48 hours!
Ohh I love when you mess with space in games (unfortunately this year I stuck to regular euclidean space). Audio would be nice, but that's just because I like audio. I really like the way you combined the theme with the cut and joined space, and the puzzles with changing orientation and size were really cool!
It's such a fun game! Just getting your rats to eat all the corn is so satisfying. What did the village do to this girl to require such revenge?? The whole art and music is so wholesome until the horn appears and you destroy people's livelihoods. It's lovely. Also, thanks a bunch for the Linux build!
It's a really cool main idea. Having to go to the start of the game instead of the start of the level is a bit too punishing, especially when there's traps you fall into right at the start of the third level if you keep moving before the level's fully charged. I loved the feeling of weight the character has when at max coin capacity.