Yeah, I had to redo some stuff with moving over from our test scene to the actual level shortly before the deadline and I forgot to click the "make pickups work in this scene" button in the rush (I am not exaggerating, this is literally what happened). I'll upload a build where pickups work when the jam's done, lesson learned to keep an eye out for this in future. A lot of non-inclusions were me and my team mate overestimating how much we'd be able to get done alongside our lives happening, but we do wanna keep working on it a bit after the jam, so hopefully at least a score card will see the light of day
BuzzyBee
Creator of
Recent community posts
Yeah, I had to redo some stuff with moving over from our test scene to the actual level shortly before the deadline and I forgot to click the "make pickups work in this scene" button in the rush (I am not exaggerating, this is literally what happened). I'll upload a build where pickups work when the jam's done, lesson learned to keep an eye out for this in future
Yeah, I had to redo some stuff with moving over from our test scene to the actual level shortly before the deadline and I forgot to click the "make pickups work in this scene" button in the rush (I am not exaggerating, this is literally what happened). I'll upload a build where pickups work when the jam's done, lesson learned to keep an eye out for this in future
Yeah, I had to redo some stuff with moving over from our test scene to the actual level shortly before the deadline and I forgot to click the "make pickups work in this scene" button in the rush (I am not exaggerating, this is literally what happened). I'll upload a build where pickups work when the jam's done, lesson learned to keep an eye out for this in future
AAAAAAGGHH yeah, it looks like this is just an issue with the game. I had to redo some stuff with moving over from our test scene to the actual level shortly before the deadline and I forgot to click the "make pickups work in this scene" button in the rush (I am not exaggerating, this is literally what happened). Sucks for that to happen, I'll upload a build where pickups work once the jam's done
Ayy, thanks :D
Yeah, I did want to do more but time and executive dysfunction got the best of me lol. There is a secret that I'm not sure you got from this comment which I'm starting to realize I should have telegraphed better, but a lot of the stuff I cut from my concept revolves around the stats trackers at the bottom of the screen
I haven't actually finished the game yet, but the fact that you made a 4D level for a game jam makes this an automatic 5 stars for me
The game is also very well polished around its jank. In the first level with the superliminal blocks, I managed to drop one of them out of the map and was a bit worried I softlocked myself, only to turn around and see the block back where it initially spawned. There's a lot of what I like to call "fun jank" in this game that I really like seeing in games that play with space like this.
Wow, high praise! Thank you so much! I have considered making this one a full game, but I don't think it's likely because I'm going to be very busy for the foreseeable future and I actually have another idea I want to develop in that time. It might happen, but I wouldn't get my hopes up. Glad you enjoyed it!
This game looks and sounds great and the puzzle design is really fun and fits the concept very well! Also a very creative interpretation of the theme. There being a level reset button but no undo action button did make it quite frustrating, particularly the last level, but I can see that this has been mentioned a few times, so won't get too into it.
Very cool game!
Really fun game that has some really satisfying mechanics! The sound design is really good, shooting the laser is something I would want to do even without the enemies because that shooting sound is so good. The lack of enemy variety was very noticeable and I did feel like I'd experienced everything this had to offer very quickly, but my play session was ended by the game crashing (crash message below) so I might just not have hit a point where the game expands more.
Very cool game, would love to see it built on!
Damn! This looks, sounds and plays great! The levels are designed really well around the mechanics and trying to remember everything as you go, particularly in the 3rd level was a really fun gameplay loop! There is some minor jank with trying to place pieces near the right edge of the plan and also trying to walk through doors that open towards you, but those were the only real problems I noticed.
Love the music and general sound design! They go really well together and it makes it a very chill game to play despite the somewhat stressful nature of "oh god, did I put the camera in the right place" so it strikes a nice balance there. The humour also fits the tone well and is genuinely quite funny.
The art, both 2D and 3D is really cool. I especially like the title screen, it's very stylistically reminiscent of Persona 5, but the skybox and general environmental design outside of the banks also stood out to me and fit really well with the silhouetted characters and unshaded (if you don't count lighting) block colours inside the banks. Not sure how to finish this bit so in summary, game look nice.
I could see a system that rewards players for entering the scheming system fewer times working really well for this. Other than the 3rd bank, my general strategy was "go in, find 2 or 3 things, leave, add them to the plan, repeat" and the 3rd one did end up being my favourite because that felt less viable and I was more challenged to actually remember where everything was, but I'm just spitballing ideas at this point, the game is still very enjoyable without this :)
Yeah, using esc to go back to the menu was one of the last things I added so I was pretty tired at that point and just kinda went "eh, the game's short enough to get back to where you were pretty fast" but def should've made it save where you were up to at least in the same play session. Thanks for the feedback, glad you enjoyed it!! :D
When it hits, it hits well, I just found that there were quite a few spots where enemies would just walk past the trap without it activating or it would fall off the tower and explode, hitting nothing. I think it's less about it being more powerful and more about it actually applying the power it has. I really like the idea of it, but it just wasn't hitting enough for me. The other towers are really fun and more than made up for it though!
I wasn't immediately sure how this fit the theme, but it became very clear very quickly. The art style and puzzle design is super fun! I will say that I think an "undo last action" button would fit much better than just a straight level reset, but the the puzzles were really fun to solve! I also really liked how all the moving parts synced up with the music, that was a really nice visual touch
This game is really good! the style if very cute and the main gameplay loop is incredibly fun! Figuring out what each tower does and where to place it is a good process that actually made me feel like I was getting better at the game.
The acid trap felt too weak. Pretty much any time I tried to use it, I realised it didn't work where I'd placed it and put something else there instead, but that's just about my only real problem with this game. Really fun use of the theme and really good tower variety!
Really fun game! The lack of air control does make some of the more precise platforming sections very frustrating, but the puzzle design is really intuitive. I did spend a few minutes trying to do the wrong thing on the second level, but as soon as I figured it out my reaction wasn't "fuck that, that's bullshit" it was "I can't even be mad, that's actually a really fun solution to that puzzle" which can be a really hard balance to strike in this type of game
Really fun idea with great execution! Loved the simple gameplay loop and the music was really cute. The upgrade system was reminiscent of roblox tycoon games that I used to play a lot, which was a fun little bit of nostalgia too.
I think I'd prefer it if the whole game was kept in 1 big level and you kept the upgrades you got throughout the whole thing, but the way it's actually been done with separating it into different levels is also very enjoyable! Good entry!
I love this. The idea of only moving using the recoil of your weapon is one I really like (I've made a platformer like that before and it's really fun to work with.) The sound effects are really satisfying, especially when you grab the minigun upgrade and use it with the shotgun. Would like to have seen the minigun rocket launcher, but I can see how that would have been game crashing. The game would probably benefit from having a custom cursor since I found myself scrambling to find my mouse when trying to switch weapon (alternatively, being able to switch with number keys would also work.) Incredible entry, great job!











