Tysm! Addictive is high praise. I'm grateful for the 2 hour limit because this is exactly the kind of idea I would have refined over and over and never actually built anything without such a limit. I'll be working on this for a while now, so here's hoping you're right about the even better part!
Apple Pie Forge
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Thank you so much! I do think I will try making new versions of this, fixing the bugs, and so forth.
That's a great idea on the audio, and I will be doing that from now on. Audio is usually one of the last things I do because I'm picky about what to use, so I was doomed in two hours from the start. Your advice makes sense, I just need to be less choosy about trying music.
The visuals I can't really take credit for, as I was just recoloring and slightly tweaking images from game-icons.net who I credit on the game page since I didn't have time to make a game menu for adding credits. They are wonderful, I highly recommend them for having starter graphics in very little time.
Oh wow, this is a creative idea! I suck at it, but I like it anyway. I think a way (with more time, I know how hard two hours is) to provide more accuracy without making it easy is to have the hand not pick anything up unless a certain button is held down (so you can grab some things in the way without others). Anyway, well done!
You were right about the HP update delay. The game engine was acting on the correct value, but the UI was only ever updated when HP was lost. So if you were down to 4 HP, then you fully healed, you would appear to still only have 4 even though you did have 10 until you lost -1 HP, then you would visually jump from 4 to 9.
I fixed this and other things now that the jam is over in what I hope becomes a trend of actually continuing development on a project. I welcome any other feedback you have, and thanks again for playing!
https://applepieforge.itch.io/whack-a-zombie/devlog/878850/v001-posted
Thank you again for mentioning the bugs. I have fixed the UI bugs I believe and gave the HP changes a brief fade in/out to make changes easier to see (though I think I will do much more in this area after adding audio and other things). I welcome any other feedback you may have!
https://applepieforge.itch.io/whack-a-zombie/devlog/878850/v001-posted
Second suggestion: annotation in the monsternomicon for the real counts of remaining monsters (as it is) but will added text showing what *you* the player think remains counting your right-click guesses for a given level number. I do enjoy the having to manually check, but I see that becoming less and less fun over time possibly. We will see.
What a well balanced game! Each playthrough taught me something new, the monsternomicon was indeed all I needed, and after winning a few different ways, finally seeing the dragon all alone was so rewarding. Very well done! This is my new end-of-day unwinding game.
EDIT: as I am starting my next playthrough, I'm finding myself wishing for a game clock so I can see how quickly I can get through it. I get why this should not be rushed by default, but a race mode to do best times for a given final score would be great for "late game"
Ur-Quan Masters meets Asteroids! I say that because I am very bad at the Ur-Quan Masters' movement mechanic and this me (good, nostalgic) flashbacks, haha. The game graphics and audio go really well together; post game jam, a little UI polish for the menu would go a long way of course. Well done, I like it!
Thank you! It's so cool to see people pushing to get better high scores. I wish I had more time to integrate a global leaderboard.
Thanks for the feedback. You're not the only one, so I'm working (offline) on overhauling the UI elements because they are definitely not consistent, and not great to start with in terms of making changes evident (especially when you don't have much time to focus on them with everything else going on).
I am continuing development so I hope in the coming weeks you will see something more interesting! I'm planning out a fairer ongoing speed curve, a few different visually distinct types of enemies, and boss battles (do not despawn until defeated, high HP)
Because I suck at platformers, at first I thought this was crazily unbalanced. However, I practiced for a bit and this is actually a really fun micro-level game. It's a bit fast for my taste, but I recognize that's probably just me. Having success for a level be achieved without too long of a series of correct jumps makes it rewarding for me (platforms with no checkpoints between a long series of perfectly timed moves are a rage quit recipe).
One note: it would be great to have a brief reset transition. Sometimes I had to simply wait for a fill death in between real attempts. Because it is so fast, milliseconds matter, and on attempt 1 I am trying to get to the star frantically and almost there but then I die and attempt 2 begins immediately, but I'm moving the wrong direction (which just a millisecond ago was the correct direction). This ruins attempt 2 right away so I may as well just wait to die and be ready to go for attempt 3. Even a one-second black screen fade out then fade in would help. I get for a game like this it shouldn't be very long since levels are measure din seconds, not minutes, but even a very brief pause would make a huge difference.
Ok, came back to play some more, and I gotta say, this is more puzzle than real-time driving and I love it. I feel like I'm doing the toy car version of Tokyo Drift when I can round blocks smoothly without running into anybody. You should expand this into a full-sized game with a single-player campaign!
This is well done! Intuitive and no tutorial needed. Loved the feeling of punching through a three ring enemy. I'm not sure I want to give any feedback about the game itself because I think the scoping is perfect as it is.
Would be great to have a downloadable build for a game like this I think, but Chrome at least worked pretty well.
I guess I found the game I'm good at, because I actually had to quit on purpose after getting into a positive feedback loop of ever-increasing charge. This game is sooo much fun!
If you used a HUD style UI for the score/battery figures, then all you need to do is add game content (more varied map layouts, enemy types) to have something I would pay money for. The graphics, music, and sfx all create a vibe I find very comfortable in an after-work arcade game.
Also, as a super frivolous feature request: please have random commentary emoticon speech bubbles from audience members when cool stuff happens, I kept hoping that would happen.
This was me at 100 charge then shortly thereafter deciding to purposefully click all my charge out so I could try other games.
Finally, a game I can play without high APM! This is a super fun puzzle and the rapid thinking makes great engagement. I would personally prefer a visual timer (like a decreasing bar or arc) for when I'm panic checking the time, but the UI is great otherwise. Love the neon sign changes as I progressed!
I think you have some logic bugs when replaying. I noticed after messing up this run that when I tried to start over with difficulty 1 (that's what the 1-25 should do, right?) the board was exactly the same as when I left it having just failed. This was consistent throughout. Other than that, the play is super fun.
The music is a good match for the short play session, but the loop could be a bit longer (don't worry, I didn't get to sound at all, so something is better than nothing).
Loved playing! I do not have good reflexes for platformers, but I was getting better at working with the bullet fire patterns with each run through. I liked the clear distinction between platforms that could block bullets versus not. The music was a great vibe, and having voice comments on actions/events was surprisingly helpful (not something I would have expected).
Note: I regularly got stuck on the sides of the X blocks that can stop bullets, meaning I would jump into the sides of them but then stick there and slowly slide off. I would expect to simply fall so I didn't get my timings messed up.
Oh wow, this is beautiful. The writing in the scenes and the scenes layered visually with the transitions... awesome.
I'm no good at platformers so I never made the leaderboard, but I loved it anyway. No notes other than the ones you already know (needs a death transition and audio, both things my entry lacks too)
Thank you so much! You have much better accuracy and reflexes than I do. This is not a genre I excel at as a player. Well done on that score. Waiting like that is the right thing to do, though I was hoping to make it tempting to take earlier as the pace picked up.
Yeah, the healing is pretty unsatisfying, right? I need animated hearts and sound effects to make it clear. The healing is immediate, but it's really easy to miss that it happened (also maybe you uncovered a bug if it didn't apply right away?
When the jam ended, I had gotten ever increasing enemy attack speeds, though the spawn speeds remain constant (other than the occasional wave). But the player's attack speed never changes, so eventually it will hard stop you because the enemies will attack faster than you. My next update post-jam will include the player also speeding up so it is still technically the same game just forcing you to play faster and faster. Then audio because the lack of audio makes me sad, but I ran out of time.
This is a great puzzle mechanic! I did not understand how to use the charge, but that's probably because I was not good enough to get it full :(
In case you are planning to hunt for bugs after the jam, check this out: shouldn't the four connected red blocks near the top have been destroyed? They were later when something else connected them if it helps.
The game idea is fun, but I struggled with not being able to change camera angles (or am I missing something?). There was a zombie fox that I could only approach by walking backwards without being able to see it because there was no path walking forward to it. Camera angle changes would make this one of the best games here. If I'm an idiot who missed the controls, let me know.
Thank you so much for letting me know! I'll be sure to update the game page to warn other macOS users so they know how to get it working.
Thank you for the kind words :) I am hoping to get the balance such that there's a need to revisit previous areas each time you upgrade, but right now it gets ridiculously bottlenecked on stone tools. If there's anything else you see that I should fix let me know!
hey there! I apologize, what you’re seeing is a bug in the game engine I’m using (Godot 4) whose web builds for macOS don’t work with Chromium browsers. I *think* that Safari will work, but unfortunately I do not have a macOS device of my own to test that, or to build a macOS version for you :( would you be willing to test the game with Safari?