It’s all ok! Just a matter of level design! I hope I’m not discouraging you! With more learning, you’ll be able to make levels that flow a bit more. I’m sorry if my constructive criticism came off too harsh, perhaps I was just grumpy at the time. Regardless, you’ve completed a game in a week, and that’s something to be proud of. A lot of jammers don’t.
ClowdAtlas
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Hey! We are 2 rates away from 20 at the time of this message. Many in our team pour their hearts into our game. I hope you like it and get a chance to rate it! https://vanillaspooks.itch.io/biscuitface
Good gameplay. No sound :( It was a little hard to tell when they were detecting me until I was caught. I also think the level had too many long hallways without a lot of excitement, meaning the player would just have to wait for long periods of time for things. I found some of the rooms with multiple guys patrolling were my favorites, the hallways, not so much.
Fun idea. Do the parents come back if you start up playing right as they close the door? It seems like the would still walk away even if you started playing 2 or 3 steps after they leave. I think more tricky timings from them would make it more fun. I also didn't know the internet would run out, but I got 99 right as it happened xD.
How does this not have more ratings? This was soo freaking fun! It would be a super good party game. The enemy characters were decently smart too. I'm impressed with the work here. My only difficulty is that there wasn't enough of a way to tell who the player was. Eventually I caught on that I had dark red pants instead of blue, but it took a while, so maybe make it more obvious. I was able to win because I hit somebody in the corner and he wasn't able to make it to his bed which made it a lot easier to escape 2 guys. Great game.
I think after the first playthrough or so, the variables are switched. I was increasing my own speed, and the enemy was catching up to me. Also, it wasn't reseting the numbers, so by the time I stopped playing, the enemy was on top of me as soon as I started. It's a neat idea, but it had some gamebreaking bugs. Also I think the random generation of the space junk is a little hard at times.
I had fun with this. I tried closing the door on the people, but found they could go through the walls. I can also see the upgrades being a future place for growth, but think in this version of the game they don't really do much. I think I'd prefer 1 more level or feature rather than player upgrades. More sounds too! Regardless, I think you did a good job with the code.
Great use of the theme. I tried to get just a little bit more at the end, but soon saw I wouldn't have enough time, so I turned in with about 5 seconds to spare. 340 was my score. I think some sort of searching music with tension could be helpful. It would help increase the need to rush and find as much as you can since the time is running out. I also think if you could figure out lighting, dark spots and light based vision could add a lot to the ambience and feel of your dungeon.
How hasn't this gotten more ratings yet? This was a really cool idea. The ambience you've made is really cool too. I thought it was a little weird that the players hitbox was at his feet and not his head, and I don't think I agree with the sound used for hit grunting as he's climbing. It sounded a bit more like a pig or some kind of alien than a person climbing, but those were my only issues. Really neat idea and well executed.
This was rather difficult, in a way that was frustrating rather than fun. In other platformers, homing projectiles are slower than regular ones thus giving the player a chance to avoid them a bit easier. The players speed overall might be faster, but the player also has to navigate a map which in turn makes him slower. I really didn't like how every time I launched up to where the first missiles were, I was met by a missile, and I also soft-locked myself by having all the falling platforms fall and not being able to cross afterwards, so maybe add a feature that allows them to return after some time? I think the art and music was great, and the aspects are there, it just needs to be hard in a way that feels rewarding rather than frustrating.
Art and music is really cool. It was a little odd though to have the character a different resolution than the boss. I'm guessing that was just how things turned out since you didn't have a 2d artist. I did find the character a little difficult to control. Sometimes I feel like my inputs were just eaten up or that it wouldn't do 2 at the same time. Maybe it's an equipment malfunction on my end, but the character just didn't feel smooth thus making the game harder than it already is.
Thank you for playing! This is really great advice for future development! As the sound designer, I had created sounds for the monsters footsteps, but they weren’t being implemented properly, and we ran out of time to test it well enough, so I just decided to remove them. Such is the way of the jam. 🤷♂️
I think that bigger punishments from dying, like losing some of your money or what's in your pack would help this feel riskier. The respawn mechanic sometimes helped me move further along in the mines, which I think needs to be adjusted. Also, for the sake of the jam, the time is too long. Maybe half the time would have been better and added more pressure. I love the art. The music loop is a little too tight for my liking. I would have preferred it to be longer, but I can understand leaving it short for stylistic purposes. The sounds were good. Gameplay smooth. Good job overall.
Ours is a horror game, which is perfect for stream. https://itch.io/jam/brackeys-14/rate/3847645
https://itch.io/jam/brackeys-14/rate/3847645
Hope you are cool with horror games!
For a game that has many leaps of faith, some of the jumps are a bit too far. I also didn't know that the light monsters would kill me, so that was frustrating, especially since I had already made it that far. If this were to get more development, I think the player would appreciate a light section with a checkpoint where they can relax and not have to feel the stress of the dark. I love the haunting vibe you've created. Music and art while simple keeps the player on their toes. A jumpscare would ruin anybody.
Good choice for music. I was trying to see how fast I could get my character. At 400% speed things get a little wonky. The attack isn't super satisfying since it's small and just right in front of the player. This also makes it hard to hit things approaching from above. It would be cool if you could hit the projectiles shot from the (flour?) guys. More sounds and indicators for the player would also make it easier to tell when you hit an enemy or get hit. Nice cute character sprite.
Good music choices. Fun sprites. The platforming could be a bit smoother with the character getting stuck at the top of the climbable walls. The mechanics did lead to some interesting scenarios like super jumping if you jump at the same time that you dash, or something that I wasn't able to replicate where I dashed while wall jumping and it shot me super high into the air. You could also climb on the falling platforms, not sure if that was intentional. I think the levels were pretty fun too.
I feel like the lettuce you get every round is a bit over-powered. I could typically avoid chests and fight all the biscuits and the lettuce would cover the damage taken. Also, is there a set number of levels or are they randomly generated? I made it about 35 in and just decided that I'd won xD. The art is cute and charming, and the music is a sweet little chiptune. The little cooking jokes between each level put a smile on my face :). I did find an exploit though: when you move towards an open chest, time passes allowing you to always strike the biscuits first, I can see opening a chest to be considered an action, but not once it's empty. Regardless, this was a delightful little project. Thanks for making it!