I’m curious if the sheer amount of assets is a problem for the actual Firefly Zero device.
Glad you enjoyed it! It’s more of a tech demo than a game at the moment
yeah the input feedback during the race can definitely use some work. Maybe it’s not super clear but your firefly improves after you train, so the idea is to progressively get better until you can win the tournament. It’s not super clear and we can hopefully improve it by reworking the game loop a bit.
And the lots of good art is all thanks to JusJuice, such a beast
the “shrinking when you change direction” was quite difficult to play with when using a touchpad. what if the touchpad only changed the direction, but then you had to press E/south button to use a burst of your thrusters. maybe you get 3 or 5 such boost usages before your size shrinks
that could fix the unpredictable moment when you want to eat a blob but then it suddenly turns red because just before you reach it you turn smaller than it, and then it eats you instead.
and adding a small delay or momentum to the blobs could also help prevent the case where a blob turns red and turns on a dime towards you. i think it would be nicer if it had a small delay before it realizes “oh hey hold up, you’re smaller now, i can eat you”
overall a fun game
hehe i found a bug: when the touchpad input is close to the center then your player teleports away to the top-left corner of the map, with the log messages:
DEBUG(app): new position outside world: Point { x: -13857, y: -1569 }
DEBUG(app): new position outside world: Point { x: -27381, y: 6177 }
DEBUG(app): new position outside world: Point { x: -51629, y: 23404 }
DEBUG(app): new position outside world: Point { x: 0, y: 0 }
DEBUG(app): new position outside world: Point { x: 0, y: 0 }
DEBUG(app): new position outside world: Point { x: 0, y: 0 }
DEBUG(app): new position outside world: Point { x: 0, y: 0 }
this bug made it a bit hard to play, but i was able to get 10 points eventually :)
the firefly visual with the particle-esque trail looks soooo good! and i think you’re the only submission with music. nice!
the player feels a bit fast and hard to control. maybe have the player slow down when using the flash light, so that you can more easily guide the fireflies.
as for the points, you could have the win state be if you get 5 of each firefly color, instead of just 10 in total.
currently it feels like the fireflies are all spawning at random locations, no matter their color. but perhaps you could have some colors be more concentrated into some areas than others, in a way to get the player to discover more of the map. you could have multiple collection spots too, also in a way to make the player move around more
perfect little arcade game that is exactly the type of game I imagine that would fit well on a tiny console.
the firefly is clearly intentionally hard to control, but i think instead of floating around it could make small pushes with every flap of its wings. that could make the movement snappier while still making it hard to control.
heh or maybe X button (west button) makes the left wing flap, and the B button (east button) makes the right wing flap, which would make it into a sort of “flying QWOP game”
i think to make the levels more dynamic too, you could allow the player to touch the walls, but have some elements that the firefly is not allowed to touch (think spikes or lava floor). you could also have some moving parts that pushes your firefly away (without killing you)
charming game, nice job!
could scale down the player and the falling blocks to make the map bigger.
and then maybe have a way to work around the holes (e.g jumping or ability to place some bridges) to make the player feel more in control compared to now when it just feels like a big gamble.
you could also invert the timer so that it counts down, and you must survive X amount of time to progress to the next level
Such lovely visuals. Really good impact when shooting. Really nailed that!
The extra features in the UI is great as well, like how the guy is getting visually more damaged to represent your health. Great choice instead of “just a health bar”.
Music gets me into such a good vibe when playing this.
Just missing a score counter and then it’s a true arcade game, almost enough to ship the game with that.
Fun to try out, though I would’ve loved to have some hint of what the goal is. Through trial and error I eventually (pretty much accidentally) got a win screen, not really realizing what I did to achieve it. Just a small description would’ve helped a lot.
The toast and toaster models looks really good!
Fun minimal puzzle game. Feel like a 90s hacker navigating the mainframe in a movie. Could maybe be expanded to moving in addition to the rotation?
Sad to hear the text stopped working last minute, otherwise this would be a great high-score game to challenge my friends with.
Had the luck of seeing the Bluetooth rubics cube in action. Excellent addition!
Numbers go up! :D
Was quite fun toying with continuously bumping the cup and exploding the numbers into millions. However I lacked some kind of goal. A local highscore would’ve been great, or some missions to get certain types of achievements such as “do 3 flips and land upside down”.
Interesting to see a Unity game in the mix of Godot games for this jam :)
This theme is a requirement to comply with. You are fully free to interpret the theme however you wish, as long as you can explain the connection.
These are kind of like sub-themes and fully optional. Every diversifier you nail gains you 1 additional point in the ranking. You are also allowed to interpret these however you wish.
Have fun :)
This implies that we can vote on each other’s games and then have a winner.
I’ve not used itch.io before so don’t know if you can opt out of the ranking on a per-game basis. But it would be fun if you all participated in the ranking either way :)
The voting deadline is set to next saturday. I.e. ~1 week after the GameJam.