Thanks for taking the time to respond!
Asfalt
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I love the visuals, they are very good.
The game loop is enjoyable, I like it that it is the kind of slots you can predict instead of being fully random. It adds a little more skill to it.
I kind of encountered a bug, I stacked pretzels and instead of only buffing my staffs, it buffed everything, haha.
The head spin animation and power-ups were the best of the game. I really liked it.
But as others, until I figured out I could do that, I really wondered how is this related to spinning. It would be cool if you included spinning in some other part of the game as well. Like maybe making the owl fly in circle patterns.
Related to AI, I'm kind of uncomfortable with that. How was it for you using it for coding and focusing on other aspects of the game? Do you see it as a reliable way to maybe develop an even more complex game?
Do you think having another human programmer would of been different/better/worse?
I'm not asking in a judgemental way, but in a curious way.
Nice idea!
I think it would really fit a multiplayer "tabletop" game, taking turns to spin the wheel and to move around the map, racing to reach a location first and maybe having interactions between players.
I had a bit of a bug, I think when I was left with 0 spins, I bought a spin. When I used it, the game automatically detected that I've lost. But the spin result was winning 2 extra spins. I could of kept going.
I liked it though!
I loved the intro, nice game.
The character's sprite is a little jittery when moving.
After finishing the first level, the game froze. This is what I got in my console, if it helps. But I've continued other levels from the main menu :)
ERROR: Node not found: "AttackCooldown" (relative to "/root/Node2D/PlayerChara"). index.js:485:18
at: get_node (scene/main/node.cpp:1908) index.js:485:18
EXIT Body Exited index.js:470:16
EXIT Body enteredPlayerChara:<CharacterBody2D#80413197838> index.js:470:16
EXIT Body Exited index.js:470:16
EXIT Body enteredPlayerChara:<CharacterBody2D#80413197838> index.js:470:16
EXIT Body Exited index.js:470:16
ERROR: Parameter "data.tree" is null. index.js:485:18
at: get_tree (scene/main/node.h:507) index.js:485:18
ERROR: Condition "slot >= slot_max" is true. Returning: nullptr index.js:485:18
at: get_instance (./core/object/object.h:1055) index.js:485:18
Uncaught RuntimeError: index out of bounds
Hmm, I just got one of the templates and I haven't modified it, apart from setting the built-in difficulty to normal (also I didn't play Oblivion yet).
But I wanted to have the lockpicking game be more forgiving anyway and doing that fix sounds like the thing to do. It seems having the engine fail punishes you just way too much.
Thanks for the feedback and for trying my game!
It is really original, I wouldn't have ever thought of making a Minecraft mod for a game jam, haha.
The integration into Minecraft I think is perfect. It really fits in. As others have said, it could be an April's fools update.
And now I'm in the mood for Minecraft.
The only downside is that you have to get the mod working (getting a forge instance, etc), which is a little deterrent.
Cool idea and really ambitious.
I would love if there was an incentive to try beating multiple minigames at the same time. Right now it only keeps you busy at all times, which is also good. But what if there was a guard patrolling on the highway and you had to hide sometimes. This way you would be incentivized to try beating the most amount of minigames in a short amount of time, to prevent losing progress.
Also fully resetting the minigame is annoying. If you would implement the guard, you could make a loud noise on a fail, making the guard come towards you. The progress would be preserved, but you would be under high pressure to either finish or hide.
It is hard to understand for me, even though the tutorial spills all the information to you.
An interactive tutorial could make the experience much better. Show the player each mechanic one by one. I think it would make it much easier to understand than throwing all the info at them and then dropping them in the game.
Cool idea, I like the route you took with lockpicking.
This is my favorite from this jam.
It is something I would play on my phone and lose track of time, if polished further and maybe adding some more aesthetics (altought the absence of music and the simple background make it so calm).
With the link between wheels, I think this is the best wheel integrating of the whole jam.
Great idea, superb art.
I get the aesthetic, but I wish the towers and fragments were more identifiable. I have kind of a hard time looking at a tower and discerning what it does after I've placed it 5 minutes ago. I think the 4 elements should be even further identifiable related to their respective abilities, other than the color coding.
It would be cool if you could also grapple along the pillars along the map.
Interesting idea of multitasking, but it isn't really working.
But just spamming the max segment on each options works perefectly and there isn't really any feedback about how the clients would react to a decision.
Also, the parkouring at the bottom didn't seem to have any impact on the game, but I did like it as an idea. Just walking through the obstacles seemed ok.
The character art is cool. The idea is nice. If this would be reworked, it could be a fun game.
The drink mixing is cool, I just wish the order UI wasn't so little and pushed away in a corner.
At first I was stuck because I couldn't lift the glass from the drink machine. But eventually I figured out I had to click on the square at the bottom. But I think it would be better if you could just click on the glass. A tutorial and making the controls as easy as possible would do wonders, I think.
I really like how you drew the mouse :)


