It is a nice game! I like it!
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Thanks for organizing it. I didn't realize that you were also making a game, AttacKnight is a well polished game! I would have loved to see my game playing by retro gamers ;) If there is another game jam next time, I will be glad to participate again.
Actually, I just realized that I made a mistake ... I implemented a global / internet leaderboard and the documentation of the arcade machine specifies no network connection. I can make another version of the game next week if it is still possible :)
Got the same bug described by Strikefinger.
A way of improvement could be making easier to edit during the human mode. When I wanted to move an object I could not easily, I had to remove it then click on the button then place it again.
Cutting edge soda physics are awesome ;)
The game was working on my computer and I think it is a niche game.
I found the controls a bit non intuitive and I didn't clearly understand the link with the theme Double.
Overall, good job (after so much technical trouble ;p).
About the controls, as Tanikaze said, the physics / collisions feel a bit weird. My character was constantly jumping high / flying.
Sorry I didn't exactly get the goal of the game. I was talking to many NPCs without understanding what to do / consequences. Maybe with some explanations I can try again and give a real feedback on the gameplay.
I think it is me who is missing something but I was stuck at the end of the second level... I jumped to right and switched constantly until I reached a door on both environment and then I could not go forward. The door did not teleport to another level / my character literally climbing the door when I was moving to the right.
Overall, impressive for the short amount of time.
Thanks for the feedback!
I also thought about moving the snakes independantly but after few tests, I thought it was already really hard to control once at a time so I focused on that. As you said, it could another mode.
I do agree about the speed increase, it was just a lack of time for this game jam. I may do it later on and maybe port it to phone :)
The project cover image is awesome :)
About the game, I personally prefer a keyboard/gamepad controls instead of mouse especially when there is no pathfinding. As an example: I killed every monsters and I have to go to the exit, I have to click with my mouse 10 times to the exact tiles in front of me.
The core concept is implemented and seems to be a good start for a fun game. I ran into: red platform spawned inside a blue platform. I think it is what StrikeFinger described. From a player perspective, I think it is a bug and not a feature lol.
Overall, good job.
I like the concept! Check my entry, it is somehow a bit similar with yours ;)
I was impressed that you took time to do a nice "tutorial" screen. I felt it could be a perfect game with a bit more time / polish: remove the debug display, better ui assets, randomness in the waves.
Really difficult game due to the physics engine. After a few tries... I gave up unfortunately at level 1 :P
As a general comment, congratulations for this first published game and keep continuing!
I like the idea but I got some problems while playing it.
On the first map, as an example, I avoided the fire by jumping on the bottom platform. But I could not go to the next level because I had to go to the top platform.
@all Thanks for everyone who rated my game :)
I just made few changes on the game to make it more challenging according to what most of people said about the game. I hope you will enjoy it more!
I was not a big fan of the game mechanics (basically click randomly everywhere until I die) but I really liked the story and the design. It fits well with the theme. Overall, nice polished game.
@KrankerApfel, @CraigItsFriday Thanks for the comments. When I made the game I thought it was already too hard haha. For each level, I only increase by one AI agent on the screen, I think an exponential growth could have been better and more challenging. Thanks for suggestion about visibility / more gameplay mechanics, I will definately implement them after the gamejam :)