Super well done game. The audio cues for the various levels of guard alertness and the shift in music when chased all come together to create a very intuitive gameplay loop.
devthedragon
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Cool to see the zero gravity style racing. The environment and track were very cool to travel through and look very nice.
It did feel very easy to get stuck on the track though. Nudging the edge of the track often caused by vehicle to immediately make a 90 degree turn and get stuck with the nose against the edge of the track. I also encountered an issue where 80% of the way through my first lap on Silicone Circuit, all of the AI players decided to just leave the track and give me a free first place despite the fact I was crashing the entire race.
Overall, good visuals and an impressive technical work when dealing with game jam deadlines, but could use a bit more optimization and polish to alleviate some bugs.
I definitely agree with the other comments that it feels like Peggle, but with you controlling the design of the board. This is one of the most creative games I've seen as part of this jam.
I do wish that items had a better indication of what they did and that you could restart a run without closing and reopening the application as it feels like early choices can make later levels impossible.
Very good game both artistically and in its puzzle design. Fun, if somewhat annoying, lizard companion and a wonderful credits sequence. Only note is that you are able to reuse the powered off batteries to bypass many of the later platforming sections. It may be good to find a way to force the player to leave behind the old batteries when advancing to the next section.
A fun and straightforward game. Very much feels like there is a low barrier to entry, but a high skill ceiling for controlling the orb and juggling your own movement at the same time.
I agree with the other comment about controller support though. Being able to control exactly how much speed and direction is applied to the ball would add another dimension to the gameplay.
A fun take on the tower defense genre. Lots of interesting strategies that I could see evolving with more play time. The two things I think would help a bit are some indicator of the next hero's power level and the ability to sell/unplace units that you have just placed.
Overall a great time and I'd love to see more of it.
Interesting concept and a fun collection of scenes.
Only note is that the second minigame took several attempts for me to figure out what it wanted me to do. Since the first game was mashing the A button, the second game telling me to "press the right button" meant that I mashed the right arrow key and failed several times before realizing I needed to wait and see the arrows.
A nice and small game. It took me a bit to figure out how I was supposed to gain larger amounts of power since I started by farming lower power donkeys, but figured it out before too long. The usage of the superjump by the other donkeys is a nice reminder to the player that it exists (provided they read the controls of course).
A simple premise done very well. When I started on Wednesday with the hastily rewired fans, I set up what I thought was a reasonable control set up, but that plan quickly fell apart when the wires got crossed and the controls switched from mine to a new key. Applause for the wizard behind this game (or at the very least the assistant in the audience making it function so well).
A very cute game with good design, progression, and puzzles. Just the right size to get done in a single sitting while still being long enough for the player to spend time learning and figuring out what to do.
Only real note that I have is that it could use some sound effects for walking/jumping and background music.
Very enjoyable game that I spent much longer playing than I initially expected.
I can definitely see the inspiration from CoD Zombies style of games, but with the addition of resource management. A game where you die in the first three waves on your initial attempts, but soon can run plimbos in circles until the game gives up or you have to get off because you have things to do in the morning.
Despite some bugs, it was overall a fun experience and I look forward to seeing if it gets developed further.
Very enjoyable going from barely managing to hold my own factory to being able to just start rolling through the other factories.
I noticed that gold was accumulating outside of the front of the factory with no clear indication about when it would raise the total gold that I had. Besides that issue though, gameplay was very fluid and relatively intuitive for a strategy game.
Interesting concept of having multiple abilities to swap between to defend a city while minimizing damage caused by both you and the enemies. The current iteration still needs a fair bit of polish, but the concepts presented are definitely something to be proud of and I'd look forward to seeing an updated version with more than a week of development time.