Yeah, even this isn't up to my usual standards for jam games in term of polish. I was working full time with my programming internship and really didn't feel like programming when I came back from work, so I decided to mix it up and focus on the visual aspect of the game!
BuyMyBeard
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Awesome game! I really liked how the cool visuals of the water planar refraction played into the theme and the gameplay, giving a very fun twist on the shooter on rails genre!
The gameplay felt pretty satisfying, but I would have definitely added more depth to the scoring system. Maybe different sizes of pots with a combo system when you don’t miss?
Anyway, goes to show that the only improvement you can make is adding more mechanics! Well done on submitting!
Yeah, I didn't have time to polish the game to my usual standard. I will definitely add some menu feature and cutscene skip later down the line! I implemented 4 of the 6 hare behaviour on the last day of the jam, and the gameplay polish stinks a bit because of it. I also want to fix the camera collisions because you feel like you fight against them most of the time.
Thanks for taking the time to play and leave feedback!
Now I can unleash my minions on that damned adventurer and let out a evil laugh! Muahahahahaha!
In all seriousness, I think you went the route not a lot of people dared venture for this jam, and the result was pretty cool!
I did experience issues with the AI though, sometimes my minions would just go to the lich king and get stuck there instead of targeting the adventurers.
Congrats on submitting!
Pretty interesting idea! I think it could work very well as a fully-fletched game with more mechanics and more enemy variety. I do think the switches should have a more explicit outcome, because it favors trial and error as the game is currently.
I also loved the "juice" of the swap mechanic, I think it was well implemented!
Well done on submitting!
Cool level procedural generation! Inverting the controls was a good idea too! Made the game a lot more confusing, but not in a bad way. unfortunate the bullet in the tutorial crashes the game though. Also, you should probably try and clean up your Debug.Log() in your code, the console is just swarmed with information like current character velocity during playthrough.
Well done on submitting!
Best I could do, got a few quads, but have yet to score a quintuple, is it possible?
I very much enjoyed the game, really nice idea, design, polish and art. I actually got addicted to playing it and I couldn't stop, which is very rare for a jam game! The only feature I would have liked would be a pause menu, with a restart feature.
Did experience some issues with web build though, I couldn't see the fruits and some menus were broken (prob because of rendering order, had a similar issue in my game with one of the sprites). Also, not sure if it's a bug, but a fruit getting sliced twice at the same time counts twice for points.
Congrats on submitting!
The concept and artstyle for this game was incredible! I also really liked how well presented the tutorial was for the game! I did experience a lot of bugs though, like:
- not getting played until someone emptied their hands, but still losing
- restarting or going to next level to be greeted with a glitched green screen with a few UI elements visible
- Getting played but I didn't follow any of the rules of that round
- Game still kept going after winning, and made me "win" multiple times, as other players emptied their hands
Design-wise, I think there are a lot of bullshit elements to the game, like how it's really hard to guess a new rule getting added, so winning is really random. I think the rule system has to be reviewed a bit. Also, is there any reason you can't shapeshift when it's not your turn? You don't have much time to pick the card you want to shift to, so it makes the game even harder.
Congrats on submitting!
I don' t think the game is beatable with the current mechanics, it's also very frustrating to play. the fact your ball has to hit a white peg to toggle the blocks forces you to bounce around, but the physics are a bit weird and the ball doesn't always fly in the direction you expect it to. I think it goes to show that games like peggle are fun because they work a certain way, and changing the mechanics of the game also removes the fun factor.
Anyway, congrats on submitting!
Nice art and idea! I feel like this is the kind of game that could be turned into a really popular mobile game. I did find the physics of the game a bit too hard though. I wish there was a way to control exactly how much power your character jumps with, or to make it cancellable. Also, the part with the slippery platforms was incredibly frustrating, took me a good 15 min to get through it, and I had to redo it a couple times. Did collect all the 61 kiwis tho.
Well done on submitting!
Really dig the Resident Evil inspiration! The creepy camera angles with the cool shader effect give a nice ambience. I did encounter issues with the cameras though. One room I couldn't find a way out of, and another one I glitched the camera system and couldn't return into camera view.
You claim to have made the majority of the art for this jam. did you do the model, the rigs and the animations? The zombie walking animation really doesn't fit with the character movement, and it can be misleading as to which direction you're walking towards. Also, bullets can be nearly impossible to dodge when you're close to them.
Congrats on Submitting to the jam!
Impressive game for one made in 48 hours! The visuals were really nice and it gave the impression of actually playing as Freddy. Little issues I had though were that I didn't really understand the camera system, so I was kinda just roaming the place to be caught on camera. I also had difficulty reading the explanation in the menu because the video static in the background causes a lot of eye strain while trying to read.
Well done on submitting!
IMPORTANT!
I released the game as is on the deadline, but I'm pretty unhappy about the lack of polish for the camera system in the v1.0.0 of the game.
v1.1.1 has a reworked camera system, fixed shaders, fixed audio and an accessibility settings menu.
Web browser build (don't forget to scroll down and press the fullscreen button!)
First-person camera was a mess in the old version. I spent an extra day adding an accessibility settings menu to the game, fixing audio bugs and making a new camera system. If you're curious, you can try the new version!
Really cool game! The time slow mechanic plays really well with the bullet hell genre, especially in the context of this game. I like how the bullets have different behaviors and are easily identifiable. The upgrade system is a cool addition to the game too! At first I didn't really understand what I was upgrading, but I like the trial and error gameplay aspect of the game where you have to try the different powerups and see what they do by experimentation.
Awesome game overall!
Aw, its unfortunate the build had some issues with chrome, I guess that is the risk when developing games with low level languages like Rust. Must be a pain dealing with different behaviours in different browsers.
I unfortunately don’t remember the details for the crash that occured, and I fear I can’t help you reproduce it. I know I had a few trains moving and the pink train kept taking the right track at the station with a double track when exiting, and I had to rewind a few times before it ultimately crashed
Dude really up and did every optional challenge, well done lol.
Stasis pistol was cool, I wish it interacted with more features of the game though.
Apart from the platforms being slippery, I think the physics didn't feel the best. It sometimes felt like your character was struggling to get up hills, and jump physics were a bit weird.
I did enjoy the level design though. there were cool features in the game, like non-linear platform paths and the magnetic rail. Well done on submitting!
lovely music and art! Took me a bit to learn the mechanics of the game, but at the end my high score was 1252!
I'm not too fond of A and S as keybinds for this game, since you have to use your mouse to launch the player. Maybe rework it to right click and spacebar or something?
Collectibles were incredibly generous, especially the blue ones. after I grabbed 2 or 3, I could abuse them to launch vertically and pull off a massive score. Maybe get punished for going too high?
I didn't really find a use for the rewind feature, since it made you still lose time. The mid-air launch was good tho and I abused the shit out of it :)
Great game overall, congrats on submitting!
Belle direction artistique! j'aime bien le style dessiné à la main pour cette soumission. Par contre, fais attention! certaines animations, tel l'entrée dans les scènes, boucle sur elle-même, ce qui réduit l'immersion quand on tente d'admirer l'art.
Aussi, j'aurais aimé voir une méchanique de gameplay dans le jeu, tel des collectibles à cliquer dans l'environnement, sinon, il n'y a pas d'incitation autre que de regarder l'art à juste cliquer le bouton pour avancer jusqu'à la fin. aussi, des raméfications du chemin auraient ajouté beaucoup plus au gameplay.
Félicitation d'avoir soumis au jam!
I did tune the difficulty last minute, because I saw people struggling with the game when they didn't understand all the mechanics of it. You used to have less time, but now you can run past all the rats and never trade and, provided you don't get hit, make it to the end in time.
If we had more time, we would have made it so cheese was only collectible in the future, and made other trades like powerups and such. Unfortunately, there is only so many iterations you can do when you have only 2 weeks and you game comes together in the last day of the jam.
I built the character physics from the ground up, and it was pretty experimental. It has a few features that are supposed the make the controls feel more tight, like coyote time, jump input buffering, jump hold to jump higher, and a non-quadratic jump arc. Can you elaborate on what you thought made the character unprecise? Was it the instant acceleration to full speed when walking left or right?
Thanks for the great feedback!
Wow! this game felt really good to control, and I love the artstyle. I think using time as a ressource while and manipulating time loss actually feels pretty good.
I have found one way to beat the game and felt like there were multiple more, but I'm not sure how to interact with some of the tiles on the map.
I really do think you could fletch out this idea into a full game, with the right vision in mind. Congrats on submitting!
This game had an incredible amount of depth! It took me a bit to get my head wrapped around it, but when I figured it out, it made a lot of sense. I just wish the map was showing more information, like a real plan of the train tracks and junctions.
I was playing in Chrome, and my game did crash at one point during the final exam. I also noticed that when I tried to fully stop a train, it would sometime start moving without any input, which caused a lot of unexpected train crashes.
Anyhow, congrats on submitting to the jam!
Gameplay is fun, I like being able to assemble the recipes by typing and remembering the keys on my keyboard. I'd like to finish your game, but after 3 days I was expecting to be able to buy some new customer recipes and still didn't have enough reputation. I think you put a bit too much content in your game, and planned for your game to be played over hours. Most people playing jam games don't really have more than 20 minutes to put into a game, so maybe you should try to drip feed the content a bit less.
Id also like if there was an indication of recommended ingredients for first day, because I was lost and didn't felt like reading the entirety of the tutorial.
With a more polish and more gameplay mechanics, I recon this game would be very interesting to play for a few hours! Anyway, congrats on submitting to the jam!