Really chill and fun idea. It was fun to try out diff combos. It feels fun to express self with diff colors in unique ways - pretty cool that you achieved that feeling in players!
Good stuff
dudethatsmygame
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Very cool very chill and on theme.
I got stuck on the turning the basket (didnt catch the space bar use) then read instructions then it was smooth and chill after that.
I liked the art. The music was fine it fit the atmosphere. I liked the idea of your sound fx (the pings and clanks in background) but they seemed too loud to me compared to the bg music.
overall it was chill and fun and on theme for me.
So I liked the art actually it was simple but worked.
Gameplay was simple but effective as I loved the feel of the crane. It just felt good to move. Would have loved a bit more challenge with selcting diff boxes.
Music was fitting (having worked in factories before...) but it stopped without looping
I would say it fit the theme as well
Yo congrats this was my first published project in godot as well ( or any game engine )
Anyway congrats on the publish and in under 3 hours - it has charm I liked it. Good job!
Excellent feedback thankyou. This confirms what I will work on next: a better audio manager for the game. That was my personal biggest annoyance that and the confusing UI/UX (maybe more mario maker type style UI/UX and drag and drop).
Glad you liked it. I am biased towards mine vs the other as well but I greatly respect what they did. I thought that other musical toy entry was great because it had clear simple UI/UX and a cohesive look and feel and player experience. I could totally understand others liking it more. Plus they did it a third the time! respect. That being said I am stoked you like mine more and got what it was about - creative control and expression but in a different way ( with ball physics)
Thanks again for the constructive criticism.
Okay, so I got into a vibey lil flow state playing this the second time(next day). Felt good was fun.
The main constructive criticism is the contrast on the player. I feel like the player should be clearly visible as others have said. The color indicators help to centralize the location but I still want to see the player more clearly.
One other thing was the game can be cheated by just spamming all the controls. Maybe a debounce on them would prevent such cheating? Anyway good vibes def fit the theme. The dancing bgs felt fun; I was worried they would distract but it was chill. So yeah your experience design hit the mark for me. Love the soundtrack too - very fitting!
Okay, so I got into a vibey lil flow state playing this the second time(next day). Felt good was fun.
The main constructive criticism is the contrast on the player. I feel like the player should be clearly visible as others have said. The color indicators help to centralize the location but I still want to see the player more clearly.
One other thing was the game can be cheated by just spamming all the controls. Maybe a debounce on them would prevent such cheating? Anyway good vibes def fit the theme. The dancing bgs felt fun; I was worried they would distract but it was chill. So yeah your experience design hit the mark for me.
Gameplay was great. Visually worked well. SOng was a banger.
Theme - I see your argument for a less stress route. I am torn on that point. Its a fair argument to make but also many games have that design concept of risk it for points vs safer. So im still thinking on that one. Good stuff tho was fun
Love you UI/UX here. We had the same core idea for the jam and i find it interesting how we executed differently.
UI/UX wise yours is way better than mine in terms of intelligibility!
Really love it. Especially the resonance. I had considered that but was already too busy just getting core logic finished.
Really cool to see a more experienced devs take on a musical toy/game for this jam!
I am still happy with mine and the chains i can create with ball morphing and starting with diff notes etc but yours is more elegant in many ways.
Love how yours is just all visually intuitive in how to create sounds and pitches. I immediately understood how it worked! Much more intuitive than my more UI button heavy approach (recovering web dev new to game dev ha).
I guess mine is good for tinkerers maybe slightly different audiences? I like both of ours but for different reasons. Yours is definitely a more cohesive experience.
Impressed you solo deved this in 3 hours man. I took like 9 on mine and i had to bail on asset creation after ran out of time.
