ah, absolutely! Thanks :D
Dr.Gorilla
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Amazing idea, I think puzzles need some work in the sense most of them rely on a silly 'gotcha' that if you look for at the start theyre easy to spot. Puzzles should have "aha" moments instead I think.
I really like the idea and execution however, really fun game, was able to escape, I did have to retry a couple levels a few times lol. Awesome work!
Reminds me of old internet games!
Fun concept, few notes!
1 - Give the player the speed this game deserves! Bumps and obstacles are fine, but I found it really hard to get a nice groove going. Youre almost there!
2 - Add progress bars, let the player know how far (or close) the orca is
3 - Tutorial says flat ground, my penguin could reset anywhere. I like the idea of flat ground, but then you gotta provide some
4 - I say remove obstacles and rely on the player mismanaging their jumps to get slowed down
5 - On airborn, zoom out, give the player vision of the landscape. As they descend, zoom back in.
Love the game! Love the tie to count down!
Stunning artwork!
I really like the idea behind this game. Rock Paper Scissors (Reload) is a fun take, and the countdown between actions attached it to the theme. I like how the tutorial says to drag select to a target, makes me feel like there is more in your vision, ie many enemies at once.
Defend is a nice one since it can always be used. Healing is a little awkward, removes alot of tension. The reload and attack I really really enjoyed.
The game was pretty easy, I was hoping for more challenging levels, but 96 hours, what can you do lol.
Hope you do something with this!
Yea, this is the shit. Great job implementing the theme, I like the puzzles, feel very coop, with a single player lol.
The puzzles are a little finicky, nothing horrible and nothing not expected from a game jam in 96, so kudos all the way around! Can totally see this being expanded on for a full campaign!
I would look at how to make things not seem tedious, like the gear acting weird for example, but everything else is great.
Def a lot of room to grow, I see the idea and vision, but there felt very little at stake. The countdown on the rooms items felt really good, but enemies seemed non-threatening, my moves never felt bad in terms of loosing hp, not a lot of tension.
Again, I think the game play has some cool mechanics and can totally expand! Good job and good luck!
I like the idea, destrucatable platforms, altering enemies countdown, yellow blocks to deactivate all bombs with that time. No part of the game felt overly-penalizing, moving bombs into positions of least damage was easy.
I dodnt understand how I was getting score, there wasnt really a visualization when I increased my score, but overall I think the game fits the jam perfectly. Good job.
Precision physics games are always a bit awkward. Learning how someone's physics engine works takes time and can be frustrating since its black box rules. Wasnt a fan that I had to basically hit 0 exactly to pass the level when I was getting within .1 of 0. The game is purely trial and error
That said, I really do think this game has good potential. There are things to improve, was to forcast drop speed and stuff, but overall awesome job for 4 days.
Cool game, cool concept.
I don't like the extreme delay drag on the bullets and think the revolver could have a larger hitbox for placing bullets, but the countdown aspect of bullets and reload is a really cool duel concept that is executed great.
The game is a psuedo-puzzle, determine best route of zombies to hit
Some UX can be implemented, ie, on the revolver indicating the order the bullets will be fired, current loaded shot
I accidently shot a 10 damage bullet into ammo lol.. Was not happy
Love the game, will be playing again after jam
I appreciate the input and feedback! Glad you liked the game and herding cats is a perfect analogy lol.
Items dropping might seem random but they actually aren’t! They’re broken into groups and each group has a progressing drop rate with predefined burst. Nothing will drop within its (repair time *2) + 1 second
Really clever game, I liked the refinement as a balancer to being able to mass collect numbers. I didn't realize I could hold my mouse down, was able to tackle things a lot faster when I did. I really like the design and visuals of the game, title compliments it perfect. Countdown mechanic is clear and non-generic which is always refreshing!
Love the lantern as the cooldown, with refilling it to refresh. and how once its time to escape, there no more refilling.
The feedback in the game is both nice, and can be polished. IE, interactable that have been used should no longer show (e) to interact. I do like the harsh sound of the lowering latern light, as well as the dimming of the room. Both let me focus on the game without watching the cooldown, while still being totally aware of it.
Was able to do the game in a single run, which honestly im glad haha.
Great job!
I really like that you played the piano for these piece, it was really well composed and fit the narrative well.
The slow introduction to the games mechanics were also laid out really well. I think the character could move a little faster, shift increasing heart rate is a cool mechanic IF the normal move speed wasnt so slow. Also being able to handle multiple items (maybe even just 2) would have been nice as well so I could stage items. There was a lot of back and fourth.
Narratively, I always love a coma game lol. I enjoyed exploring the spaces, then reordering them to be proper. Overall great job! Maybe to help tie it closer to the cooldown, the player could read a note thats like "DNR, pull plug at X", which is a clear reason for the timer.
Will absolutely be coming back to give this game more investigation. I like the premise, physics games are always a bit harder to get the hang of since everyone's physics engines are different. I do love the concept though!
Some suggestions
1 - Hotkey the parts, in a timed game, mouse drags are expensive. Since the goal is to build a sturdy and reliable rocket, mouse drag is an annoyance
2 - Add a tutorial level. I got what I was suppose to do immediately, but not every player will have that experience
3 - Add a gradient change as I fly higher. The sky staying the same color didnt really showcase I was gaining altitude
I also made a rocket game, so I am biases in the fact this is a PERFECT tie to the theme lol, but great job overall!
Got to 14, will be back to finish this off later.
Unique game, probably one of the best "Youve been here before" games I have played with really goood execution. The first time I got things lined up perfectly only for a ghost to knock a key throw out of the way was rage-inducing lol.
Countdown mechanic is just a timer, which is fine, the game itself makes up for that aspect of it. Art and audio tie well together, really enjoyed this game and the puzzles/levels
Pretty simple rhythm game. The description makes me feel like there is more you want to work on, so I absolutely would love to see this idea expanded a bit more. Hitting perfect was EXTREMELY hard to do, which is a skill issue, not a game issue lol. Fits the theme, is literally a countdown with combos for speeding it up.
I don't think the game is all too original, a countdown for level completion without much more is baseline and done.
I think the games controls handled really well, there is a nice variety of complexity to figure out and juggle to complete the platforming puzzles, and the art is decently done.
If you want to try and expand on the games ideas, I think you have a solid foundation, theres just more room to go from here! Good job
At first I was like, "Damnit man, another game where its literally just a timer to get from A to B" and within seconds I saw my guy shrinking and realized that it was more than that.
I really like the take on the theme in this game, makes it stand out compared to other platformers with timers.
Awesome job, I enjoyed the levels a lot!
