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A member registered May 10, 2021 · View creator page →

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A lot of the other games that ran with a similar idea also implemented player-switching, and a lot of players seem to like it, so I've made a mental note of the idea for next time. Player switching wouldn't work with this game, one of the levels absolutely relies on controlling both bots at once, but that's just a lesson about level design for next time. Thanks for the great feedback!

:)

Silly human, robots can't be murdered, they're just metal zombies!

Skipping levels is the first thing I'm coding when I make my next 48 hour game, after playing like 100 other game jam games this week I finally understand how great of a tool it is. Great suggestion! Glad you found the walkthrough helpful too.

If robots had hearts, I'm sure they'd love you too!

:)

Energy loss issue is entirely because of an oversight by me, I put the movement energy loss in Unity's Update function, so it's tied to framerate...and you're also a game dev, so you can probably understand the issue from there. XD In-Engine every level was precisely designed to end a perfect run with 10 energy...woops!

You're definitely right about the positioning, it's my first platformer and I couldn't figure out how to implement stuff like coyote time before the jam ended. Will be sure to add it to the next one.

If I expand on the game I'll look into adding multiplayer, great suggestion!

Glad you liked the story! 

I was a little confused about your energy problem, so I went back to check the controls. Turns out if you press SPACE before pressing J or U the shot doesn't fire but it still uses energy. Interesting bug, surprised nobody has pointed it out yet, I'll be sure to revise the code after the jam.

Yep, windows. It's probably some weird issue with the game engine, no fault on you, that's just the price we pay for not developing our own engines! XD

Your praise is noted dude, much appreciated! The positioning is definitely in need of tweaking, I've mastered the controls after hours of playtesting, but I still have a hard time putting the flying bot in the right spot when you have to shoot the ball through the tiny holes. Probably needs to just shoot out of the robot directly and not from his hover foot, or the ball needs to be smaller, idk, I'll tweak it in a week.

Thanks friendo, glad you enjoyed my game as much as I enjoyed yours!

Love to hear how people creatively used the mechanics, puts a massive smile on my face! Thanks for playing!

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Loved this game more than I can put into words, but I'll try! I thought I was playing a basic platformer, decided to keep playing because I'm a music theory nerd and your idea to build the score up by LITTERALY building a band was making me smile. Then I got to the first level where you have to utilize the different-height jump mechanic and HOLY SMOKES, the "jump" in complexity threw me for a loop and made me realize this thing is so much more than a basic platformer with a neat music mechanic! Every level after that was so well thought out and utilized the mechanics to their fullest extent, I can totally see myself playing a full version of this if you add some story and more levels, hell, I'll even pitch in and voice the dwarfs for you!

The intro to that jump size difference is my one critique, I had no idea what I was doing wrong and a tooltip explaining the mechanic would've been appreciated. 

The art is what drew me to this game and I wasn't let down, really impressive that you were able to create such a complete 3D world in 48 hours. I've got the same critiques as Salvaran, but I also had trouble figuring out the controls and figuring out what to do. Took me like 5 minutes to figure out the signs were the tooltips, maybe in the future make a direction marker to the first signpost so players at least have a point to start from, then you can let them loose on the world to figure things out at their own pace. General tip for game design in the future if you want to make a game that forces the player to figure out the mechanics by playing around: give them a tooltip, then force them into a situation where they need to use only that tooltip in a creative way to progress. Hope to see you in future game jams!

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Art is nice, love the title screen especially with the way the characters move toward the play button. I do wish the play button had been a different color than the title though for some extra visual cohesion. The game also bugged out after the screen with two buttons and I couldn't progress, the dev console threw an error about world cords not being generated. I haven't used Godot, so idk how you'd go about fixing it specifically, but I hope my feedback helps a bit. Also, last bit, if you want to make a better music loop, make sure it loops on the beat, and take away instruments every few measures so it doesn't get overly repetitive. Hope to see you in future jams!

The amount of gore in this game jam is already pretty high, but this game singlehandedly outdoes all of the gore-based games I've seen so far. Ridiculous, and I love it. My only complaint is that once the energy gun dude showed up I got shredded and it didn't feel like I could do anything about it, but that may just been my exhaustion after playing so many game jam games. 11/10, would get beaned again.

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The art and music are exquisite, 10/10 presentation. I have no idea how the play the game though, it feels way too complicated for a game jam and I can't figure out how to collect oxygen with the spacebar. The work is obviously there, the game just needs to be simplified. I'm also not too sure this follows the theme, your explanation feels a bit convoluted. 

What a neat little game, you obviously put a lot of work into the art and movement! I'd love more levels, this feels like it could turn into a cool dystopian action-adventure game with a story and some extra abilities.

I appreciate you explaining the exact issues you had with the controls, it helps me to understand the specific section of the controls people are struggling with. Seems to me after the feedback on my game and my own issues with other submission's controls that a lot of the people playing these games are so used to the common controls of WASD for movement, SPACE to jump, etc., that their muscle memory makes it harder to adjust to all these funky control schemes that people come up with for their weird game jam mechanics.

I agree, I wanted to switch to a more exact energy system half way through but ran out of time. The energy system is also completely different inside the Unity editor, I think my mistake was putting the counter in the Update function, because when I played in-engine a perfect level ended with ~10 energy, and in the final build most levels end with ~45 energy even with a bunch of mistakes, making it almost impossible to loose a level because of energy loss.

This feels like it was make with a cardboard box...but in a good way. Challenging puzzles too, I was expecting a dumb game about a fat rat, not this mind-boggling masterpiece! Whatever audio cue ends in that voice actor laughing their ass off was a nice touch too, gets an extra presentation point from me!

You've got the beginning of a really cool concept! The game needs rotation controls, and of course more missions, but the ability to spam bridges from the sky is always a welcome feature when I'm churning through jam games.

Dude, my submission's controls are getting ripped apart because I didn't playtest at all, I feel your pain.

lol, I like that you mention thinking about using robots, the other submissions I've came across with similar gameplay mechanics also used robots. I guess there's some innate human association with connecting stuff and robots! 

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The dude fist-pumping in the intro sealed my love for this game from the start. Art design is a bit incohesive, and I don't think the propellers are very fair (especially when you have a big chain), but other than that I had a good laugh and you've done a lovely job!

Really unique and creative implementation of the theme! The part where you have to use the shadow behind you to jump on the platform solidified this as one of my favorite games in this jam! Animations are also stunning, my one critique is that I wish the shadow didn't sink through the shadow floor, doesn't feel like it adds anything interesting to the gameplay.

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It's absurd, gory, and a bloody good time, can't say I've seen a submission like this yet. I did find the puzzle design lacking, just felt too easy and straight forward, and the places where I had a hard time I felt like it's because I hadn't see the next part of the level, not because the puzzle stumped me. Your goat is also doing a weird visual glitch, make sure your movements are in the Fixed Update.

The graphics are cute and your color pallet is great! Gameplay is a bit basic, and I wish there was a way too see how much health the enemies had left. Also some visual/audio feedback on an enemy hit would be a great addition!

Thanks! It's really easy to do too if you're using Unity, just target postprocessing bloom to that specific color!

They come to like each other in the end, turns out being trapped in a magic energy cube together while solving challenging platforming puzzles is a great bonding experience. Glad you liked the game!

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Thanks for the feedback buddy, I'll be sure to revise the controls after the jam!

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Fantastic tutorial, concise and covered all I needed in a short time. The simple gameplay mechanics also helped. You've found that nice balance between simple controls and in-depth gameplay, I'm so bloody jealous of you! My only problem is the controls, I wish they had been a bit snappier, the little bit of retained velocity seems to mess with turning and I found myself going in circles. The art is carried by your fantastic color design, really refreshing to see a competent game in that respect!

Really unique mechanic, the art could use a bit more contrast, all the tan sand/rock started to blend together for me. Plus, as someone that has done rock climbing in the past, I can confirm this is an accurate representation of my frustration will absent-minded belay buddies. 

The level art is great, and you caught my attention with that ridiculous title. My only complaint is the controls screen, I couldn't read any of it and had not idea what to do until I spammed a few buttons.

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The art is great, love the underwater theme you have going! The music adds a fantastic layer of auditory spice. Your idea of sticking characters together is really similar to the core mechanic of my game, but I feel like you're suffering the same issues I'm encountering where the controls are just too convoluted and messy. You're movement is great though, I feel like if I was able to remap buttons this game would be a lot better! I hate to advertise my own game here, but it's so similar to this one I'd love it if the devs would check it out and give some feedback, I feel like together we can come up with some great ways to improve both games!

I know you guys are looking into making this a full game, so I played through a few times and jotted down the worst issues I encountered (please don't take this as pure criticism, I love everything about the game except for these few things and I can't believe it was made in 48 hours, even by a team of 6)

Needs a proper tutorial, I pushed every button I could think and still got stuck in some places (soul abilities are the worst culprit, I still have no idea how the grappling hook works)

There's a spasm glitch when attempting the wall jump, seems to happen when the player collides with anything that isn't a flat surface. I'd suggest only allowing wall jumps on specially marked walls, would help with game design and make your lives a lot easier.

Every time I reloaded a level I got stuck in the terrain, sometimes I got out, sometimes I had to keep restarting until I got unstuck. This can probably be fixed by spreading out the colliders a bit or adjusting the spawn location.

The soul is really bugged out, it often sticks to walls for no reason, and I'm not sure how to suggest fixing that because I don't know your exact implementation, sorry about that. Something that might help with the soul getting too far away is teleporting it to the skeleton when it's not within eyesight of the skeleton (you can still keep the same puzzles by adding "glass walls").

Lastly, for the maze puzzles, you should find a way to adjust the camera to a more 2D perspective when in that area, it'll help alleviate some of the frustration of getting stuck behind walls when in that location.

Can't wait to see how the game turns out, you guys definitely have something going here! And as a fellow music producer, Glim, I love the atmosphere you've created, wonderful job.

Glad to see I'm not the only game in this jam with voice acting! You did a good job too, although I feel like the jokes became a bit repetitive toward the end. I know a lot of meta jokes were about how crappy the game was, so I know it's a feature, but I wish the platforming had a little more polish and I wish there was feedback when the gun hit the enemies. The use of the theme was a bit lacking too, but I'm impressed with how much was made during the 48 hours, good job!

Nice level design, not too complicated but still challenging enough to make me think. The pink background made my eyes hurt though, I would have loved to see a gradient or possibly a darker brown.