Really enjoyed this. Got bored after a while since wasn't sure what the goal was (?) Love the music (nailed "out of control") and the aesthetic and that title screen was awesome. GJ & GL!
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Fantastic idea with the cables! Love the idea.
Feedback: Would have been nice to be able to use a controller and maybe the lack of damage on impact meant you could just drive into walls and then ignite and continue once pointing in the right direction... at least that's how I drove :D
Fun & GL :)
Thx for replying. Yes I figured it might just be endemic to Unity and yes I'll look into whether there are options. I was also curious whether it was a known situation. I can't guess how many Unity builds your wonderful platform receives every day but figured if this was a consistent pattern, someone might have special-cased it!
Is this expected behaviour? I only started using Butler for the last month and assumed it would figure things out and upload less than the whole thing yet every upload sees the size (roughly) matching the built directory size. (yeah 2% reuse apparently) I realise Unity's likely regenerating a tonne of stuff and generated junk like this very well may not match much with previous upload but I'd still have kind'a expected more to be saved, no?
Maybe I'm doing something sub-optimally (aka 'wrong' ;-) )?
D:\tmp\Web>butler push "Plundering Platforms" arakade/plunderingplatforms:html ∙ For channel `html`: last build is 195422, downloading its signature ∙ Pushing 11.37 MiB (17 files, 2 dirs, 0 symlinks) √ Re-used 2.10% of old, added 11.14 MiB fresh data √ 11.06 MiB patch (2.81% savings) ∙ Build is now processing, should be up in a bit. Use the `butler status arakade/plunderingplatforms:html` for more information.
Thx for any thoughts. Oh and any admins tried using "code" formatting while using the dark theme? It's formatting the text black = invisible!
v15.17.0, built on Aug 13 2019 @ 19:35:08, ref 94c194ef1888b0363e399983355bf981dee38ff8
Will there be an hour to upload after the deadline (vs. us needing to be all submitted exactly at the deadline)?
(GTMKJam did this last week ... then extended it for a few hours due to itch.io crashing!)
Great stuff. We did one light too but your ideas were much better :)
Like you replied to someone else, it'd be nice to have some more ... dunno, clues or something (weenies / affordances / etc) to help you. As it is, it feels like purely a maze ... which we were going to do but worried wouldn't be fun enough (we didn't have your tension components which make it much more fun!). Great job!
Thx for replying. Great stuff. Level design is the part I find hardest and ironically was planning to focus on so choose myself an 'way to implement' game. Sadly I only got 1/3 time I expected so didn't get to exactly that part!
Can I ask how you/your team go about designing levels? Always fascinated to learn and yours were just superb.
Yep, best game of the jam so far. In addition to ace mechanic, the puzzles are great (with some awesome nods to other games). Love the idle anim + audio. I'm going to leave this open in a tab and come back to level 12. Tricky one! Thx and think this might be the winner!
yep, web build works now but... um, I fear you might get more of the same comment as above about not being able to tell how to start it. Something happened when I put my mouse near the top right corner of the screen maybe but... yeah, couldn't get it out of the starting slider.
Nice idea. I like the push off. The arms seem to function a bit like a jetpack... but only some of the time? Gets a little monotonous after 5 minutes but with more time for level design, etc, it'd likely be good. Btw I'm impressed by the music -- oddly that didn't get annoying!?!? Good job :)
Worked fine for me. Good fun game (albeit a touch hard breaking ;-) ) 2 feedback:
1. Hit boxes are a bit big. Let players feel like they're great rater than punishing them.
2. sometimes they physics seems to get messed up? fish ends up in funny orientation and jump pushes you down. Maybe intentional but didn't feel it.
Took me so many tries to get a run where I didn't die just as soon as I pressed the ”run game” button. Obviously it's a jam game so I perceived. Finally got gud ;-) managed to survive for a few minutes?
A starting 'safe time' to let the user figure out what's happening would really help here! But hey, it works and actually becomes quite fun so good job :)
Great fun and very likely the winner. Great job!
If it were to be more than a jam game, I'd say it needs some 'macro game' ... or more tuning/UX to make the macro game more obvious. I got a bit bored after hauling in 2 things.
(and obviously the frame-rate dependence thing we discussed in Discord that you already knew about)
Again, these are nits. Great job :)