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Dream Jam Games

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A member registered Apr 04, 2023 · View creator page →

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Hi again koleavocado!

We've now pushed a small update that hopefully have fixed the issue that you described above, however we aren't able to replicate the error ourself in our end. As such, if you ever get around to trying out the game again, it would be super awesome if you would report back if it has fixed the problem for you.

Thanks a ton for the nice comment, it means a ton :-D We're glad that everything came together so well and you had a good experience!

Thanks for playing and also the feedback! We've talked about improving the jump so we might look into that in a coming balance update. :-D

Thanks for commenting and playing :-D Who doesn't love being a miner driving into the mountain hunting for gold? :D

Thanks so much for the nice comment! We're happy you liked it! :-)

Thanks a bunch for your comment and great feedback! We're happy you liked it :-D

Thanks for playing and commenting! :-D

Thanks a ton for playing and taking time commenting! It's super awesome :-D Hope you've had a great jam!

Thanks a bunch for the nice comment, it really makes our day! :-D

Thanks a bunch for playing and the nice comment and great feedback! We've heard the issues about background objects and obstacle objects before and it's definitely something we'll look into improving. Hopefully some color adjustments can do the trick so obstacle objects are more clear :-D

We're happy you had fun playing!

Thanks for the comment :D We'll have to look into Tiny Wings, weren't familiar with that title! 

Regarding play testing we tried to do a moderated test with someone outside the project at least once per day during the first couple of days of development. As such, we usually sat together online in the evening and invited friends, acquaintances and partners in to try it out. It wasn't really important if they were familiar with the genre, or even gamers in general, as the most important task in the beginning was to just create a core foundation that worked. Then as we came closer to the end of the jam, our focus turned more towards polish and finalization of the content we had, and couldn't justify spending the evenings doing moderated play testing. Instead we created a private version of the project and sent it out to a wider group of people to get their feedback. The value in doing it this way, was that it removed the observer bias of us as developers, meaning the experience of the players were more raw and natural and less filtered. In the same way, we couldn't help the players as much, meaning the game to a greater degree had to be able to stand on its own without our help. The dynamics between those two approaches definitely helped catching a lot of the bigger teething issues before we submitted the game. Several of the issues described by players in the comments below (Shop being too expensive, the tutorial breaking the initial momentum) comes from features that were implemented or finalized in the very late stage of the project (A few hours before the deadline) and as such we weren't able to remedy those before the jam ended. 

But hopefully we can catch up to those after the jam has ended and improve them :-D

Thanks a bunch for the nice words :-D We're also really happy how it turned out, even though it was an ongoing discussion point during the development, so we're glad it worked out in the end!

Thanks a bunch for playing and the nice comment! We'll look into doing some balancing adjustments and more quality of life improvements, and then we'll investigate the possibilities for a mobile port :-D

Thanks so much for the reflective comment! It definitely leaves some stuff for thought. It's a great idea with relating gold multiplier with boost amount and might be something we'll look into adding in a balance patch after the jam. While the treasure run segment is not something we'll remove, it might make sense to reduce the brake-amount (or even remove the braking altogether) so it doesn't feel like a setback.

Thanks for playing and the great feedback, it's definitely something we'll take into consideration! :D

That game was super awesome! So cool that you got reminded of that :-D The shop economics is definitely something we're going to revisit and improve in a balance patch after the jam is done. Thanks a bunch for commenting and playing!

Thanks for playing and the kind word :-D

Thanks for playing and commenting, it means a lot to us :-D

Thanks for commenting, we wanted to really push for a simple control scheme, so we're glad it landed well :-D

Thanks a bunch for playing and you reflective comment.

Regarding how to earn more gold in a run, the intention is that it depends on your boost level when you hit a treasure run. Doing more back flips increase your boost level for a while, which in turn increases how many gold-ores you can crash into when during the treasure run. The gold ores in the treasure run gives significantly more gold than the single pick-ups throughout the level.

However you are absolutely spot on regarding the pricing in the shop. We didn't manage to balance the shop economy properly, which is probably the pacing issue you experience. Before we submitted the final build, I actually went in and reduced all the prices in the shop by half, in an attempt to remedy this, but unfortunately, it wasn't enough. We'll be pushing an update after the jam with a more appropriate shop economy which hopefully will improve the pacing a bit :-D

Thanks for playing and for commenting also :-D We're glad everything came together to give you a great experience. Hope you've had an awesome jam! 

Thanks for your comment, it means a lot :-D We are considering maybe pushing for a mobile release in the future, so it is definitely not unlikely! We're glad you had fun playing :-)

Thanks a bunch for the kind words! We're glad you had a good time with the game :D We'll look into an update following the jam which I think will be a great time to try for some of the items haha :-D

Thanks for the kind words! I think the economy could definitely use a balance patch to make sure the players get a chance to try out some different cosmetics. We'll look into improving that in a future update :-D Thanks for playing!

Thanks a bunch, it means a lot :D The intro screen cinematic was one of the foundational ideas, that we really wanted to pull together (And barely managed to, it was one of the last implementations before we submitted the game) but we're really happy with how it turned out! Thanks for playing, we're glad you had a good experience with the game :-)

Thanks a bunch for your comment! I've added your game to my list of next games to take a look at, so I'll stop by soon! :-D

Thanks for you message and super valid feedback also! We'll do what we can to try and improve the tutorial experience in a future update :-)

Thanks for you comment, front flipping was definitely a recurring subject for several days (and maybe still is) during the development, but we really wanted to push for the idea of a single-input system with a clean interface, which is why we ended with just the back flip. However, it's not off the table for future updates. Maybe we'll make it so different minecarts can do different types of tricks perhaps? Anyways, thanks for playing, we're glad you liked the game :-)

Thanks for the comment, and awesome you got to experience that :D We really tried to take different scenarios into account and didn't want players to go through the tutorial again! So awesome you liked it, and thanks for playing :D

Thanks for the kind words, we hope that we have hit a good balance between panic of flying and joy when landing :D

Thanks for your message, the music was kind of a happy accident! We couldn't find the kind of music we were looking for originally, so we tried the surf track out as an alternative solution, and it just seemed to work really well :D

That sounds awesome! Thanks for playing and the kind words, we're glad you had fun :-)

Thanks a bunch, it means a lot :D

Wow thanks for such an awesome comment! We used both jetpack joyride and climb the hill as reference material in putting the game together, so it means a lot that you can see that shine through. Thanks a ton for playing and taking time writing :D

Thanks for the feedback, we'll look into improving your points in a future update. Thanks for writing and playing :D

Takes a bit to get a feel of it, and it can also impact on what the level algorithm decides to throw at you :D But we're glad you had fun and are super grateful for your comment! 

Thanks a bunch :D We'll definitely look into improving the tutorial in the coming update! 

Thanks for commenting! Your feedback is duly noted and hopefully we can improve it in the next update :D Thanks for playing also!

Thanks a ton for the comment and for playing :D And thanks for the feedback point regarding the tutorial, we will look into improving it for the next update :D

Thanks for playing and the feedback! For the next update we will definitely look into improving the tutorial so you can get to the game play faster! :D

Haha thanks for the comment! Maybe we should add an auto-rider function so you can let it run as all times :D