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Eomer

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A member registered Oct 22, 2020 · View creator page →

Creator of

Recent community posts

Thank you very much! Vlampie was very happy to be complimented on her art so emphatically :) thank you for playing

Thank you very much for your comment, we are glad you enjoyed it!

thank you for playing our game through to the end :) and glad you found some humour in it

Not for me, but well made

Reminds me of Easy Delivery Co. which has a similar vibe and cat people too, though this game's gameplay is pretty different. It's creative and I love the aesthetic. Double clicking entries was a bit weird, but nice game :)

This was really fun for me, if it was expanded and polished I could totally just sit and play this for a couple of hours haha, very creative and on-theme.

This was fun. I didn't really feel totally control, which I suppose makes sense for a pogo stick, but it sort of felt like the character was being pulled to the right even without input. But it was very creative, and the art was beautiful. I could totally see this being a more full fledged game in the gameplay style of late sidescroller SNES games but with pretty handdrawn artwork. Great work!

This is one of my favourite games of the jam so far. Very creative, great art, audio that makes you feel like time is counting down, multiple levels on the same theme was efficient use of your time in the jam. Seriously excellent.

Thank you for your feedback :) We're glad you enjoyed it

This was really cool! The music was nice, the timer was ample. I wish there was another level :) The upgrades felt good. I wish there had been an sfx volume slider though, the shotgun was very loud xD Great entry. I really appreciated the sort of dreamlike filter too. I would love to see more levels in future

Thank you very much for the feedback! This was Vlampie's first time making pixel art and she was learning on the fly, so she was astonished and overjoyed to receive your compliment on her pixel art. Glad you had fun!

Thank you for your feedback :) I'm sorry the music cut out, I was sure I set it to loop the music but I must have forgotten. Will need to put more time into project management next time we do a jam haha. We're glad you enjoyed it

Thank you for the feedback! We sadly had to drop the planned UI for time. Our scope was too large at the start too. We originally were going to have items from various time periods throughout the game (counting down through the centuries) with fun wordplay jokes and a few other types of puzzles (e.g. multiple levers with hints). I'm glad you enjoyed it!

Thank you :) Yes, I discussed with Vlampie and you're right, it was a bit complicated and didn't really point people in the right direction. This was because our scope was too large and we had to pull it back for time, and things got left out  along the way :') Thank you though!

Really cool concept, very enjoyable! Would love to see this get polished further after the jam!

A bit confusing and collision is a bit odd at times, but very creative concept. It was difficult to aim the sand into the hourglass. Cool idea!

Really not my kind of game, but it's well made and impressive, great work

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Polished and fast paced, I couldn't play through all the levels because I'm not in the frame of mind for this kind of game but it was fun! :) But it was hard on some levels because I had to either time pressing space or spam it to pick up the gems.

This was quite relaxing! Fitting all the houses in was chaotic but fun :)

A great first gamejam entry! I hope you guys keep on coding and making art and make phenomenal games in future!

Thank you very much (says your friend over vc)

:) Excellent to hear! Looking forward to future updates and hope things are going well for you :D

Is this still under development?

Yeah that's my worry too. That said, I've come up with a silly basic idea so I'm set for now :D

Seems like a pretty brutal theme honestly. I don't want to just do a literal moonshot like landing a spacecraft on the moon, but I can't think of anything. Gonna have to sleep on it I think.

I don't think there is a rule saying you can't. You probably can. But if I were you, I'd definitely include a warning/disclaimer. Of course, what you're gonna be dealing with is a "seizure warning". https://en.wikipedia.org/wiki/Template:Seizure_warning (This is not legal advice, obviously)

I would also include it on the itch.io page when you have a playable build, so people prone to seizures know not to bother downloading it.

If at all possible, I'd suggest you have a way to turn off strobe effects in the menu, and add a message that says "turning this off is not how this game is intended to be played, but this option to turn it off is provided for X reason". Or something like that.

Glad to have been of assistance. I'll keep an eye out for your next testing build!

Great work so far for a school project. :) Happy halloween!

Ran it on a Samsung Galaxy A10. I had a normal environment; facebook, samsung internet, the youtube app, whatsapp and the clock app running in the background. Wifi on, bluetooth on, data on. This is, after all, the way people really use their phones.

Parallax

First layer behind the terrain (first tree parallax layer) maybe is moving a little slowly relative to the foreground (shrubs?) layer. The front row of trees are basically in step with the leftward movement of the terrain, but visually they're further away so ought to be moving faster? I think.

Length estimation

When you're on a high platform with a big gap, pushing the bridge up means the bridge length is difficult to estimate (luck). Though, this probably would be less of a problem depending on sound design.

Framerate issue

Framerate started to suffer a little after about 10 deaths on a level somewhere around 5, but was fine again after finishing the level. It wasn't huge, but I noticed it because I was looking at the parallax layers.

Lack of clean/disabled input in loads

Tapping the screen to create a bridge, at the moment that the scene reloads after running out of pawprints, sometimes when the scene loads back in the a bridge is already grown, as if you were holding down on the screen for as long as it took to load (maybe do something to ensure clean input between reloads after running out?).

Linked to the previous one, holding down on the screen during that same loading screen (after running out of pawprints) seems to always cause some level of bridge-creation, for the length of time you held during the load (unless the prior "bug" kicks in)

Also linked to the prior two, if I start a level, and just press on the screen and never release, even after the fox walks off the platform into the void, and only release my finger during the loading screen for respawn, the scene loads back in with a bridge fully "built" which falls immediately.

Issues you already mentioned

Of course, this is in addition to the unfinished animations and some bridge lengths getting weird, that you already mentioned. Having a bridge fall, only to "land" a finger's width higher than the platform and so having the (fox?) walk off the edge, is a bit annoying.


Takeaway

Look at:

- Ensuring input is disabled fully and cleaned between levels, and when respawning after dying/running out of pawprints

- Recheck cleanup/other for framerate purposes during a level, is it different from cleanup between levels? It might have just been my phone though.

- Sound design, you really need something even if it is just placeholder.

- Recheck speeds of looping planes for parallax


It also isn't "fun" yet, but then again, that's how all games feel without any audio. Mechanically, it seems pretty sound though, and the art is beautiful.

Apologies for that. I don't have a 4k screen so couldn't test it out. In fact, I only tested it on 1920x1080.

:) I enjoyed it, but I found an old physics bugbear has afflicted your game :D Definitely a good entry though! 

That's a shame. Would still be worth putting a link up though, hosting it somewhere else! 

Thanks! I've heard of github, but never used it, so I'll definitely look into it!

Thanks again, FairFire :)

Thank you! Yeah, it was very difficult to make, with no experience and on a super short time limit! 

Glad it was challenging, and thank you for playing it. I've learnt a lot, and now I know what skills I'm lacking in I'll hopefully be able to improve. The main things I need to learn now is version control and how to keep code modular so changing a line doesn't break the whole game, haha.

I might revisit this game in the future, but I'd want to rewrite it from the ground up.

Thanks for giving it a go!

Below are loose annotated pages from while I was making this. I include so I can look back in the future.

Remember to click "public" when you upload. I accidentally left it on "draft" (having never done a game jam or used itch before) and then wondered why my submissions wasn't showing up. facepalm