The game was a bit too frustrating for me, because of a lack of feedback when hitting enemies and a lack of telegraphing from the big laser cannons. I'm thinking if they start flashing half a second before they light up, you have a more fair chance to get out of the way of them. I like and enjoy the concept of a sideways and not-sideways shoot em up, though.
Recent community posts
Thanks! I got asked by some guy to make it into a mobile game for some publisher he was in contact with, but he wanted me to make it in unity and I don't really know that at all at the moment, so the prospect of making it under time pressure seemed a bit too daunting for me right now. Making it into a mobile game is a great idea though :)
Thank you for sharing your experience of playing my game, I really appreciate it. I'm really into turn-based strategy at the moment, and I'm looking for simple ideas with maximum depth, so this really helps me trying to get to that simple but deep core of a PvE turn-based game.
I think of it more in terms of 4-in-a-row than a card game, and I'm unsure about it's balance after playing while against myself. Maybe it's more angled towards one player winning than the other? But as I made a card game as well for the GMTK jam, I had to check this one out, and I know it's hard to BOTH be working at getting the game to work and having graphics AND making sure it's well balanced and the rules are fair. Framing it as a game in a totalitarian communist state upped the experience a whole lot too :)
This game takes me back to the SNES days! The controls took some time to get used to, but they seems solid and consistent, so I could use them to my advantage after some time. The difficulty was just right to keep me going and feeling satisfied when i made it to another bucket :) I was surprised to find more levels after completing the first one. So I guess you completed the core mechanics early on and actually had time to build good levels after that, makes it fell more like a complete game and not "just" a jam game.
Art is great! I had an idea similar to this, nice to see it realized. In my idea you were a giant dinosaur with loud footsteps, alerting blind enemies (moles?) if they had line of sight (/hearing) and also you sneezed like every 10 seconds, so even if you were standing next to a guard and not moving, you had to stampede out of there before sneezing and being attacked by the guard/mole. Aw, well I guess that's actually a stealth game so not much of a removal of a mechanic there. You did great and you made it fun :)
The concept is really good, both stripping the mechanic and flipping the normal rules. However, I got strangely teleported to another part of the track sometimes, thwarting my plan of going as slow as possible by hitting the right tiles and pushing my enemies to the boost tiles. And the flipping of the controls could have some telegraphing before, to prepare you for the shift. In all, a great concept, but if more was left to the player to control, the player would be able to use the world and mechanics to fell in control in this game.
Damn, this was a GREAT idea! It was a bit unclear on where enemies would stop and turn around and the friction seemed a bit inconsisten or unreliable at times, but man this was a great take on the theme and beautifully framed too!
Really neat concept, and it's confusing in an musing way as you're trying to use the mouse for aiming, even though you can't :) The dashing and bullet-attracting mechanic work good together too. I also agree with other comments that this seems like a really good foundation for expanding with more levels with things moving, going different speeds and getting in the way etc.
Thanks for the feedback. I recognize that pattern of playing myself, but wasn't sure it was because I had played it too much while testing and balancing. I am however still convinced that with enough patience and good enough memory the game can be beat in a methodical way. But maybe time will prove me wrong :) Thanks for playing!
I was only able to submit a mac build of my game to the jam, but I now have a windows build as well. Is it possible for me to get that up on my page too, since I think more people will be able to play and rate my game if it's available for windows as well? (Itch doesn't allow for me to add more files during the rating process)
I love this game! Perfect for a jam game. Simple yet beautiful, clear and challenging. Just the right amount of challenge, just enough frustrating that I felt I had accomplished something but making it to floor 20. I don't know how to equip the bat outfit, thought. Is it even real? :) And my best level says 24, though it's actually 20?
And sometimes it feels like I can't launch into a new jump directly after landing?
Somewhat hard to get a grip on the mechanic and how it can be used, but beautiful level design that really tries to teach you just those mechanics, and great job making those shapes seem alive.
This is the most impressed I've been with a jam game in some time. Great atmosphere and polish like some other people have stated. My graphics card was struggling a bit to keep up, but I still enjoyed it immensely. The fact that you mostly succeed by stepping on the other "creatures", or by sacrificing them by pushing them in front of you in this meat-factory-like place, contributed greatly to making this a truly impactful game. And I was expecting a simple platformer :)
Wow this was really polished and well executed! To me it's also a good example of crafting a fun and long lasting gaming experience with a simple but original mechanic, enabling many levels from just one layout, but varying the pizza recepies.
This was a really original idea, and I think it could get quite interesting if expanded om, for example making the each consecutive day have even more complex orders and ingredients with longer strings of 1's and 0's. I kept expecting the game to get harder as it went along, maybe having me remember the codes for the ingredients by heart for the last sandwich, I thinkthat would have made it even better.
VERY well played! :) And thanks for playing. You were my first play tester, and you made me notice that I wasn't very clear in my instructions that you could/should use the mouse to pick up fallen post-its. So thanks for helping out. You did finish the game without picking up a single one though, which is very interesting and certainly challenges my design concept. Anyways, I put in those instructions and re-uploaded the game.
This was a really polished game with a really interesting mechanic. I loved the story mode too, it seemed to fit in nicely with the gameplay and didn't seem forced. The color mechanic and "what-does-what" is a bit hard to grasp though. I watched a youtube video of you playing the game beforehand, so I had a notion of how it worked, but i still found myself a bit unsure when i was playing it myself. Lovely game though, and really well put together!
Visuals are great, though if the ship would turn smoothly I think the impression would be even better. But the visuals set a great mood. I had trouble keeping track of my hp and amount of mines, since it was only visible when placing a mine or getting hit by an enemy. I was also unsure about the blue balls i could collect, i guess they increased my hp? Defeating the enemies was he best bit though - from seeing the lie when they spot you, to luring them into a mine you've just placed. It was very satisfying :)
Wow. Great mood and what seems to me like a very unique mechanic! Visuals are great and the mario world-theme works great in contrast to the gory mechanics. Good work!
Was it just me - or was there no way to get back to the main menu or quit the game?
I loved it! The animation was very smooth and nice, and I also somehow enjoyed the punishing difficulty and always wanted to try again to see if I could get a better time! I was wondering about the shooting, though - if I made this game I would use just the right mouse button to fire, so i wouldn't have to keep track of where my mouse pointer was while i was running?
I really enjoyed this game, though it lacked some nice sound effects which i think would make it even better. I was also thinking maybe the instruction graphic "How to play" doesn't need to show every time, maybe just the first time you play. That way i could get into racing and steering much quicker after loosing:)
Not to be picky, but in addition to finally getting the incentive to finish my own game, I was looking forward to playing actual finished (albeit small) games from other people. After playing through some entries in this jam it seems to be a lot of "I'll finish this later"-mentality. In my humble opinion, learning to finish something, release it and walk away from it and onto the next ting is part of the creative experience and is something that we all should practice in order to get better.
Don't know if you all agree with me?
Nice graphics and a very good and interesting mechanic. I was a bit confused with whether I was supposed to click the left MB once to pick up a box and then click it again to release it, or if i was supposed to hold the left MB pressed while holding it and the release the button to release the box. Both ways worked, but the latter version worked with the most precision.