someone call my wife!! new UPSQUID dropped!!!
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awesome art/animation!! the mechanics have it feeling like a throwback to early cinematic platformers (another world, heart of darkness, etc) which i love. hoping y'all develop this concept further!
Im gonna have to agree with Kadin's comment. Theres a lot of potential here, and i love the recreation of mode 7 graphics, but theres are some issues with conveying whats going on in the race. luckily, thats very fixable and not an issue with the quality of the actual game, and i hope to see it improved in the future! Good job!
This is a beautiful entry! unfortunately i had a hard time figuring out how to play.. It feels like there should be a tutorial, or more feedback on what you're supposed to do. Hopefully that happens, as i would love to come back and finish this game!
what an awesome genre mix. the art, music, and mechanics are all on point too. such a great entry! this is the kind of game i would love to play with my friends online, i hope you consider adding it post-jam if youre planning on working on this further!
There's so much potential here! I really like how it mixed the standard "gameboy style" adventure with tactical gameplay. My main criticism is the lack of explanation for how to play and feedback of how the battle is going - for example, i had no way of knowing how much health either your characters or the enemy had. Other than that though, you did a great job!
Nice!! First off, I gotta say that the sound effects are basically perfect. It made even moving a cursor around enjoyable :) The art was good, the level design was fun, what else could you want from a tactics game?
Between the palette, art, and music, i really enjoyed the atmosphere. i also like how combat felt like you were entering a standoff with each enemy, waiting for who was gonna shoot first. My main criticism is that i wish there was more content :) Good job!
I really enjoyed the game's atmosphere and animations! I do think that combat could use some added depth, with some sort of defense mechanic (such as dodging or blocking). Better feedback for when you hit an enemy or when an enemy hits you would also help in that regard. Considering the game jam's time constraints though, I think you did a great job!
I believe it should be able to work with x86! We're still working out some sort of build process so we can make more builds (like for linux), but at the moment we only have reliable testing/building environments with Windows (x64) and Mac (all the current devs mainly use Macs).
In the meantime, and if you feel comfortable doing so, you could try building OGMO yourself - we have all the instructions here: https://github.com/Ogmo-Editor-3/OgmoEditor3-CE
I had a lot of fun with this one. The mechanic is pretty solid, but there were some playability issues that might be easy to solve.
I kept mis-guessing the distance the gator would launch through a nearby hoop. a visual indicator if the mouse is in the gator's launch range would be great to prevent misfires like that. and when I was moving quickly, it was pretty hard to place rings due to the camera moving. Maybe pausing/slowing the camera scroll while the player is holding down the mouse button and creating a ring could help with that?
otherwise, great art, mechanics, and submission in general!