Such a cute and well-made game. The countdown is integrated very thoughtfully. The map also really reminds me of Super Crate Box.
The in-air jump mechanics are a bit stiff, but other than that, gj! Good submission.
Really enjoyed the music and the hand-drawn art, the game is also super in-depth. However, the timer feels a bit too fast for the amount of text and mechanics on the cards. I'm sure players will get used to it eventually, but it definitely means a lot of trial and error at first.
Maybe offering fewer upgrades at the start could help. I think having a shop between fights would benefit the game loop, alongside introducing more cards further down the line so we aren't overwhelmed right away.
Nonetheless, good job to everyone on your team.
Thank you very much for your feedback
Yeah I agree with the stuff you said, time was the only issue for me, had to make the level in 20 mins and it is unfortunately very exploitable :D
The game needs a lot of tweaks, I definitely have to change the wall jump force, slope physics for both transformations, make the swap window easier/more forgiving for quick swaps and to add visual feedbacks to everything.
The game is amazing, great music, great concept, great atmosphere and accurate recreation of the university campus and RBB building (+1 including the clown painting :D)
I didn't find a use for the monkey prop, did I skip something?
Also here's my WR at 1:04 plus some interesting finds for a potential %GLITCH% speed run
Awesome and fun game, I love the art direction, also it had that Happy Wheels vibe.
My two suggestions
- Add invincibility frames when respawning, especially for those parts where you spawn right under crossbow turrets.
- I got soft locked on a wind blower, because my speed was 0 and I was mid-air so I couldn't move, maybe add a check for that.
Other than those, great job!
Glad you enjoyed the game!
Yeah, the core concept is solid, but we couldn’t spend more time developing it, so it’s missing some proper feedback, game feel, and a few UI elements. We might continue working on it later on.
And I agree with you about the inclusion of the slot machine :D
Still, thank you so much for your kind words and your thorough review!
Thank you for trying my game and your word of encouragement!
Yes, I was originally going to stick with that control scheme that you also mentioned. Problem is that using the arrow keys introduces an aspect of confusion into the game regarding ascending and descending in orbit, because the direction between the player and the planets changes constantly. Since, as you orbit, up and down invert in logic but stay the same in the controls, also because my camera has a fixed rotation. Pressing the up arrow to ascend makes sense when you're above the planet, but once you're below it, that same key now visually feels like it should descend instead.
To avoid disorienting players and myself I decided to go with the temporary fix of assigning those actions to Space and Ctrl. They’re neutral in terms of direction and convey the "go up" and "go down" idea better without me needing to add accessibility features such as changing ascend/descend using the angle between the player and the current orbit parent, or using mouse clicks on the planet and outside of the planet to go in the direction that the player wants. I’m still thinking about possible fixes.
I too looked around the jam for this style of orbit gameplay to see if anyone has implemented a better control scheme. One good example I saw (which I also noticed your comment on their jam page) was the game “Nova Looper”, that game automatically descends the player when no input is detected and only ascends the player with the mouse1 button, which easily helps with conveying the ascend/descend idea.
I’d like to hear more of your opinions on the game's design solutions if you have any!
Also thank you for highlighting that typo, I will upload a fix once the jam voting finishes.
I really enjoyed the whole game and its minigames/tasks; but PLEASE shorten the meeting part! its just too long and not very interactive. You could also add random dialogues which the boss stops mid-way and starts again, making you think that he finished his sentence, this might trick some folks and would be funny imo. Besides the meeting section the game is great and creative.
Pretty Zen-like and relaxing, the gameplay loop is awesome!
However, I encountered a bug which ended my run :(
I couldn't place a mushroom on a dead chicken, no matter what I tried, nothing was overlapping with the chicken either and I tried several rounds, did I do something wrong ?
Besides that expand on your Idea, your game concept is great.
The gameplay loop is pretty addictive, well done with that! I noticed that the fishes are generated randomly from a selection of body parts. You could also add a system to it that takes parts like fins and tails from parent fishes and evolves the child fish using those, I think it adds a lot to have a custom fish each time.