Thanks! I changed the jump mechanism a bit. The tough part is that it is real physics, so I am limited.
ElJoepo
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Pretty decent game. I got stuck on hole 7, the ball just passes over it. Also I couldn't see any moles (I suppose they are below ground, in the hole?). Tips for improvement: Make the 'time to wait for the next stroke' less, allowing quicker movement after the last one. Somehow the direction pointer lags slightly after clicking, making it rotate about and extra 10* after release.
A very relaxed feeling game. I enjoyed it, reminded me a bit of tetris but with a twist to it. Sometimes I have the urge to give the dropped object a bit of a swing towards one side or the other, I wish I could hold an object with the mouse for a few seconds and then letting it go, giving it some intertia (side wards movement).
A bit hard to learn but not so bad once figured out.
If there's anything I'd suggest to improve it would be to make the mouse (and perhaps joystick button, game control button, touching the screen etc...) as an input button. My spacebare somehow isn't made to play a game like this, but I think I can do it with my mouse.
Nice game. A lot of levels it seems :D
Small things that I think can make it better: Maybe consider a jump counter for each level and for instance add bronze for >100 jumps, silver for 80-100 jumps and gold for <80 jumps and make the levels require a total amount of certain medals. I got the feeling the 'max jump' should be a little easier to hit (often my timing was off).
Enjoyable game. I like the potential and approach of it. Tips for improvement: I think a bit less is more. I would remove the jump component somehow (the double click) and perhaps rely solely on angled edges for a 'jump boost'. I would like to see the ball change colour when charging (eg: go from green (minimum) to red (maximum).
Thanks! I know what you mean. I fiddled around a lot with the jumping mechanism and eventually ended up with this one. I was looking for something that is a bit of a challenge but not too much. I actually added a gravity force of 4x normal to get the frog down after jumping to make it easier. It certainly something I would improve when messing with a future update.
This game ended up nicely! The feature of level making is impressive. I left the game jam unfortunately, a combination of utter lack of inspiration and extreme temperatures (looking forward to the winter!).
Some tips:
The described operators should include 'g for goal' creation.
Something unexpected happen, description of the event:
[] is a block containing something:
There's the following in line [72] [-]
when I make this by moving [1] next to it, it always becomes [-71].
Thus: [72][-][1] = -71
It seems the order of the calculation is based upon the moment of the final block that is added. And not on the order of the sum (as I would expect it to happen). When creating [72][-][1] I always expect it to result in [71].
It seems it is calculated as: [last block added] [-] [72].
Feel free to try my level (12321) to see what I mean.
I think it is better respect to do sums by order from left to right and from above to below. As a suggestion :) And not take into account the moment of a block added.
Great work on the game :)
*mumbles something about a cheat when pressing escape to get a high score for level 5...*
For user created levels, perhaps make a grid of 100x100 blocks and allow users to select and create their own place on it. And also allow users to select a number between 1-10000 for a specific level.
That's good stuff. Otherwise for recommendations: Keep the symbols recognizable and simple, especially at earlier levels.
Consider adding the 'infinite symbol (omega)' (the 8 that fell over) for things like: 8/0. Maybe make it like a brick that can't be used.
I think this is more fair than turning stuff into 0 or saying 'overflow' ;)
Add colours for the symbols. Keep the focus on simplicty, I think most people just want to move 3+4=7 etc. and want to enjoy the maze part.
The pinguin and celebration effects are a nice addition! I would like some applause too ;) And a bit more firework.
A pinguin that rotates or jumps a little when finished?
Maybe a princess pinguin at the end of higher tier levels?
Perhaps make the levels 'unlockable', for instance by entering a number that can be obtained by finishing a previous level.
Consider bronze (>50 steps), silver (30-50 steps) and gold (<30 steps) for levels as a reward, this will motivate some players to find the 'perfect' solution.
My penguin moves quickly at first. However, after a celebration or when I held the button a little longer he moves slowly and sluggish somehow. Perhaps this needs attention. I think you got a great concept.
I tried two times. I enjoyed playing it, it is a nice concept (doubt it if is something new, otherwise impressive!)
I didn't run into any bugs. The concept wasn't clear after doing the tutorial. I was simply pushing numbers through a long hallway.
I think the first level was better at explaining the concept. Perhaps the tutorial should be more like a very easy first level.
I didn't pay much attention to the end screen. But I'd consider weighing 'taken steps' as more important compared to 'time taken' in an end score.
I tried playing it, but unfortunately did not get past the door. It says press E, but when press nothing happens. There's a bunch of items, but it seems I can't use them (tried pressing E on them as well). It seems like I can't find the keycard? A little hint would be helpful.
Other things to improve: Prevent clipping (seeing through walls), no sound. Otherwise it looks nice already, character movement's good.
Pfoewie, okee.. Nu kom ik wel langs de eerste poort. Ik klik een aantal keer op het blauwe poppetje. Het lijkt niet altijd goed te werken (ik klik dan met het midden van het scherm op het blauwe poppetje). Het concept is wel grappig (soort omgekeerd mario idee met de spookjes). Je zou het ook nog een beetje creepy kunnen maken dat de zwarte personen alleen lopen als je niet kijkt.
Knap gemaakt! Het duurde even voordat ik door had dat ik alleen op de knop kon drukken waar de knikker was. Ook gaan de knoppen continu naar achteren als je er vaker op drukt. Het zijn best uitdagende levels. Een korte 'bird view' van de leven zou fijn zijn aan het begin. De controls waren verder prima. De knikkerbaan maakt een klassieke indruk van hout. De andere knikkers mochten van mij wel heel anders er uit zien om het verschil duidelijk te maken (dan zou het pijltje denk ik ook niet nodig zijn).
Leuk gemaakt, het concept is grappig. Het zou leuk zijn als het poppetje geplet werd (in plaats vooruit geduwd) als hij onder de trein kwam. Ook zou het tof zijn als je zag hoeveel hout je nog kan dragen. Misschien zou de vlammenwerper nog extra op moeten laden met 1 van de wagons van de trein? Ik had de indruk dat het wel snel wat moeilijk werd (maar ligt misschien aan mijn skills).
Leuk gemaakt, tempo, graphics en music/ geluid passen goed bij elkaar.
Lastig om goed onder de knie te krijgen. Doet mij vooral denken aan tony hawk (de hele tijd in beweging). De optie om iets (10%?) langzamer (easy mode?) te gaan had van mij gemogen ;) Ik kreeg de trucs wel voor elkaar op het toetstenbord, maar voegde voor mijn gevoel niet echt iets toe. Misschien gewoon een simpele versie zonder trucs waarbij je wel een sprong kan maken?
Hehe, tja klopt, het is een beetje zo gekomen. Had eerst nog een ander idee in gedachte, maar kwam van het een in het ander. Ik vind het zelf wel aardig om te spelen als je het een beetje door hebt. De fuel counter was al verhoogd van 100 naar 120, maar misschien nog wat krapjes (of misschien een difficulty schaal). Ik wilde het bewegen in de ruimte (zonder zwaarte kracht of wat dan ook) nabootsen. De controls moeten zeker beter, nu moet je 10x op W drukken voor gassen en weer 10x op S om te remmen ;) Maar kwam er niet op tijd achter met de nieuwe controls.
Nice game, I was too late to give it a proper rating unfortunately. I like the mechanics, however, the combination of the keyboard (WASD + E + spacekey + arrows) are too far apart. I would consider making for instance the Q button jump as well. And perhaps a bit of a tutorial at the start would be nice. Also it makes me long for more complicated levels, moving platforms, fishes that can be caught for bonus points, a timer for a gold medal... etc. The bird's respawn timer could be a little longer, especially the one coming from below allows me to get to the ceiling quite easily.





