It might be expensive but it is quite a cool style. I could see a full on game that uses it.
Danidan
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No, I am not saying it doesn't count. As I said the rules are quite flexible. My point is that when you deconstruct any artwork it is ultimately made of simple shapes. Any mesh for example is made of triangles, right? But that obviously doesn't really count as using only simple shapes. I think in a similar way you are constructing more complex shapes from simple shapes. That could also of course be said for my game as it uses curves and even fonts and whatnot. Of course, what you've made is incredibly awesome and super impressive, and I don't even know where to begin if I were to recreate it. I am just being pedantic, to mess with you 😁.
Really interesting concept! I really like having to think on my feet. It took me a while to understand what was happening, but I got a hold of it by my second attempt. Also at first, I encountered quite a few enemies, but at some point, they just disappeared, and I was just walking in circles. Idk if that's a bug or not. Now for some pedantry: The "In a Song" diversifier is done really well, and so was "Two Buttons" (even though you have to use ESC to pause and quit 😉). In my opinion "Shapely" is the one where you've taken it slightly too far, as you just have regular assets, that are stylized to look like shapes. Like you said this isn't at all a big deal, and your game is really good regardless! Awesome job!
I love the pedantry, and I completely agree with all of your comments. The reason I checked the boxes is because that's what I set out to do, but due to technical and time limitations I wasn't able to do everything I would have wanted. Also with these types of jams, it's more important to have fun, so I don't really think the rules are enforced so strictly. Anyhow, thanks for your feedback!
Really cool and unique puzzle game! I love all the different mechanics and how they interact with each other. Very well designed as well. I was so happy when I thought I had discovered cheese when I started intentionally putting the checkpoint in the spikes and moving it while dying over and over again, and then I found out it was intentional, and then negated by the life system. My only real complaint is that the music is very monotonous, and got annoying really quickly.
Thank you so much for your feedback. I made the mistake of designing all the levels together which didn't allow me to actually test how difficult the game would be. I tried to balance it as much as possible, to counteract that, but they are still way too difficult.
I also agree that the mechanics are very limited, but I am not planning on developing this further, and I didn't really have the time to make more mechanics during the week, bcs of school.
This concept is really fun, though be it slightly banal. I had a lot of fun playing your game, and I think you had a really unique take on the genre. The puzzles weren't very difficult, but they did have me think for some time before I could solve them. My one major issue with it is that I never understood how the checkpoints work. When I made a mistake it was easier just to reset from checkpoint one, than to figure out which checkpoint I should click and how many times.
This game relies quite a bit on the previous music knowledge of the player. Even though I am a musician, I can't read sheet music all that fast so this was quite difficult for me. Luckily I found a way to cheese, by just going in the empty spots between the notes. I think this could be turned into an awesome tool to teach people how to read sheet music fast.
Really really cool game! I played through the whole thing! When I realized there are two other games in the same vain I had to play those as well. Awesome job!
One small issue is that the joystick controls didn't work, so I had to play with the D-pad. Also resetting the game with the triggers and bumpers caused me to accidentally reset a couple of times. You could use the start and/or option buttons to restart
Really cool game! Had an awesome time solving the puzzles! I had most trouble with puzzle 12. Unfortunately I wasn't able to finish the entire game, because this configuration made the game freeze, which lead me to have to replay the entire game. I am super amazed you were able to pull this off in the 48 hour limit!
Really cool game! Took my e a while to get the hang of it. One issue I encountered is that I wasn't able to place the small platforms near the edge, so at one point my guy just fell down like 3 floors bcs I couldn't place anything underneath him. Also idk if it's just me but controller input didn't work for me.
Than you so much for your feedback!
I did think of many of the suggestions you provided, but I didn't implement them mainly due to time constraints and skill issue. In reality I probably spent around 12 hours on the game, as I had other stuff going on over the weekend as well.
The whole idea behind the targets was that when you collect the target you would damaged the ship. There is actually UI for that when black squares get removed from the ship itself. When you remove three squares the target will actually move to the bottom center where all three aliens must go in order to ultimately destroy the ship. I wanted to make animations, to make it all more clear, but I didn't have the time.
I also tried to make the ship "smart" by making it more likely to go towards the center, because when the movement was entirely random it got stuck in the edges for long periods of time.
I find your strategy really interesting. I only realized the aliens could overlap (which in hindsight of course they could), near the end of the jam. I wanted to fix it, but it was a higher priority to get a web build working. My strategy was to just do everything very quickly before the ship could shoot a lot of bullets, but I am happy you managed to figure out another strategy!