These are awesome, I love the detail and style. Any chance you'd be willing (or already have plans) to add a few alternative sprites for any of the things that can be "in use"? Sinks with water, open fridges/ovens, full trash cans, stoves with pots/pans on them, etc.?
Dalton
Creator of
Recent community posts
Thanks so much, that means a lot! You're definitely not supposed to fall out of the map, thank you so much for reporting that. Apparently the MapData.txt needs to be alongside the .exe, so that's been fixed in the uploads! A main menu and boss dialogue has been added as well, so hopefully the current upload is already a lot more cohesive and game-like than last night.
We're really proud of the quality progress we've made over past jams, so it's awesome that it came through. Thanks for taking the time to play and give feedback :)
DESCRIPTION CARRIED OVER FROM GAME PAGE:
You're a cowboy who's a ball! Explore the desert to beat the Slime King.
[A] and [D] to move
[Mouse/Click] to shoot
[S] to drop and bounce higher!
[Shift] to drop fast and stay low!
Items
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Soylent: increase max hearts by 1
Hot Dog: increase max hearts by 1
Hard Hat: increase max hearts by 1
Lead Underwear: increate max hearts by 1
Poison Ivy: increase fire rate
Coffee: increase speed
Bike Pump: increase jump speed
Bigger Bullets: increase damage
Campfire: increase damage
We'd love feedback! Itch Comments or via Forms: https://forms.gle/tLH7U8XAzTi8i1Yk6
Premise/instructions of game from game page: A game where you must determine your position and then make your way toward the goal using sounds alone. Your goal is to stand near the Dealer and press Space Bar to advance to the next level. Move with Arrow Keys or WASD. After the intro, you will be invisible. Use the intro to familiarize yourself with the sounds. Sorry, there are 2 carpets that make the same sounds.
Hi, thanks for the feedback! We weren't really sure what to do with level design, so it makes sense that it faltered. None of us are really strong with it, and it kinda just came down to who threw together a good level that the others liked to play. I agree that it would've been better with levels more suited to the mechanics, but such was a restraint of the time and the team.
Hi! Thank you so much for the review! Really does mean a lot, we weren't really expecting any sort of... anything feedback related. So when we started designing it, the intention was for a Zelda-esque hookshot design. We ended up kinda writing the physics for the game from scratch because GameMaker wasn't really doing what we wanted, and the momentum style kinda stuck. Level design is none of our forte's, so it doesn't surprise me that it was lacking. A lot of them just kinda came from "Hey, we're tired and we need levels. Everyone make 2 and we'll play them and see whose is fun". I feel like with more time, and also someone who has a better idea of proper level design, it could've been made a lot better. I really appreciate the feedback! Glad you enjoyed it.






