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.
Dream Jam Games
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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 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
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 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 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 :-)









