Thanks! Yeah, I wasn't sure how fast should it be to remain enjoyable and fair so I kept it at 2 (initially it was 3 seconds, but I knew that once the player understands the goal it would become too big of a delay), but I think a 0.2 by 0.2 change from 2.4 seconds to 1 second would indeed be a nice addition. :D
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Cool! I think it would benefit from a more top-down perspective, since it's hard to predict how far the asteroids are and which direction they're heading. The game structure is great, I like how there's no need of a health system because you have veggies... :)
Thanks! I thought about making 4-digit ingredients instead of 3-digit ones and it felt like too much for the start of the game, but adding it as extra content would indeed be really cool. I mostly wanted to nail down the basic concept and transmit an easy, not-frustrating message of what the game's about so I didn't have many plans for additional features that would increase the difficulty curve, but I'm glad to hear that people seek a challenge in it :D. Thank you for your thoughts!
Hi, I wanted to ask if the "5 entries or jam is cancelled" rule is definitive or if it can be bent to still give a prize or two to the people that did submit, as well as to ask what "cancelled" exactly means itchio-wise: will we still be able to play and rate the other entries and will our games still display as submitted to this jam, or will the jam disappear from all records forever?
It was awesome. It might need some Check Points, I quit after being killed by the tentacle guy that smashes stuff because I didn't want to play the whole thing over again just to have another shot at learning how he fights. It was great though, it's definitely worth continuing.
Great! The explosive green flowers are probably the most interesting mechanic, but all the combat feels nice too. One tiny technical change that would be great to make is to stop the score timer while a new level is being generated.
Thanks a lot! Yeah, that was because the sidebar gets printed at the beginning of each page (when the values are still what they were), so it only updates when you change the page again. But I know some solutions for that now, so it's great learning experience. :)
It's good, but it lacks in the communication area. The controls should have been put somewhere in the game, because at first I didn't look at the screenshots here and had to button-mash to find out how to dive. Same thing with moving to another level, I only managed to get to the second level my moving randomly off the map.
On the other hand I liked the start screen and the 3D models were well done. The concept of the game design was accurately planned, so I gave you 5 stars in 'theme'. I'm sorry that you guys didn't get to polishing the user experience, but it's a nice submission overall... :)
Thanks! I believe it makes the player more responsible of their own time, and also takes away the frustration... I'm not sure if it's as challenging as a classic rhythm game, but for the context of the jam it worked well. :)
Awesome! I really dig the low-poly style, the skeleton roar animation was epic, and I enjoyed the fact that I could see my feet! :D The combat was a little vague because right before killing skeletons I also passed through them and got a bit of damage, but the fights were nice nevertheless. Also, I think I befriended the slime. Or just got it stuck in a wall, but that made it feel like a special character. Great job and I wish you the best on expanding it :)
Thanks bro, I'm glad you liked it! :) And yeah, I enjoy using Construct because it saves me from a lot of the technical stuff and I can focus on the design itself... :D Thanks again and take care!