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FatShrimp

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A member registered 41 days ago · View creator page →

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I think the game has a fun concept, but i had one concern about the gameplay. Once the countdown reaches 0, the CPU draws its weapon, but you can still keep holding the space bar and shoot whenever you want. Because of that, there isn't really a sense of failure or "game over". The only penalty is that your timer ends up being higher than the CPU's.

I think it would be more engaging if the duel actually ended when the CPU shot first, or if there were some kind of failure state for reacting too late (or too early). That would make the tension of the countdown feel much stronger.

Really good game! I think it has the perfect length for a jam entry: not too long, but not too short.

It's really satisfying to progress through the game, and the pacing is quick enough that there's never much downtime.

Good job!

Thanks! I'm glad you enjoyed it

Yeah, I also think that the beginning is a bit slow. The problem is that if I sped things up, the game's scope would probably make the whole incremental progression last only a couple of minutes.

I think the real issue is that, during the first few minutes (halfway through the game), not much happens on screen, which makes the game feel slower. I ran out of time before I could figure out (and implement) a good solution for that, though.

The game was really good!, At first (like my first four attempts), I could'nt understand what i was supposed to do, so I ended up checking the spoiler section for a hint. Once I figured out one puzzle, though, everything clicked and the game flowed really well for me.

The thing that confused me the most at first was that the reference module also contains reference panels (I probably didn't notice the "n//" in the code block), but as I said, once I understood how it worked, everything made sense.

I honestly don't have anything else to mention. To me, this basically feels like a complete game rather than a game jam project. Great job!

Really cool concept! It remined me of "Braid", but with a fixed timer instead of rewinding manually, and I think that's a creative take on the "countdown" theme.

It's obvious the game could have used a bit more visual polish, but I don't think that's a big issue here. The fun comes from the mechanics, and I think that was the right priority for a game jam.

The only thing I would mention is that, because the last level requires you to wait the full 10 seconds to have enough time to reach the exit, parts of the puzzle ended up feeling like downtime. One idea that came to mind would be to let the player adjust the rewind speed (for example, x2, x3 or x0.5). I'm not sure if that would actually improve the game, but it feels like it could open up some interesting possibilities.

Other than that, I would have loved to see a couple more levels to explore the mechanics in different ways. For a game jam, though I think it's a great entry. Good job!

Thanks, i know the game had more potential, I just spent way too much time working on the core gameplay, and before I knew it, I only had about half a day left to polish everything else. So i ended up running out of time... The usual game jam experience.

Nice game! At first I didn't understand it very well, but once it clicked, I reached the goal pretty quickly.

The detail I liked most is that the cars aren't just decoration, they're actually the supply chain for everything on the map. It also lets you see which resources are being overproduced, so you know what to build next instead of wasting time.

The only criticisms I had was that the car horns became a bit annoying when there were a lot of them. However, after playing for a while, I realized that was mostly because I was managing the supply chain poorly, so I don't really see it as a problem anymore. If anything, it's actually a nice detail.

The other thing I would mention is that I think there was a bit more potential to explore on the "Countdown" theme. Simply having a counter to reach the goal felt a little straightforward, and I think the theme could have been integrated into the gameplay in more interesting ways. That said, it's just a minor point.

Overall, good game!

(1 edit)

I liked the art style and the idea of using the distance to the objective as a second countdown (I think it fits the countdown theme better than just having a clock).

As another comment mentioned, I also liked that in the third mission you can just simply throw the oxygen cylinders down the mountain. It think it was fuc because it felt like a bit of unintentional comedy in an otherwise serious game. That said, I think it would have been even funnier if the cylinders exploded after being thrown.

I also ran into an issue where the game would sometimes freeze about 1 second. My guess is that is has something to do with loading the cylinders and the physic simulation, but it wans't a major problem.


The only real criticism I have is that the gameplay started to feel a bit repetitive by the end of the third mission, I was still curious to see how the story ended, but I wasn't very motivated to keep playing just for the gameplay. On the other  hand, I liked that the tird mission was the final one, it felt like the game knew when to end (But probably was just a thing about the Jam scope or something, idk).

And one small detail, I think it would have been a nice touch if, after picking up a cylinder, the distance marker pointed toward the rover instead. It's not something I actually needed, but I think it would have been a nice touch.

Overall, I enjoyed the game. I just would have liked to see the mechanics explored a bit more to keep the gameplay feeling fresh.

Edit: grammatical errors

I liked the vibe (and the skeleton). The only issue i had was with the mouse detection. Sometimes i clicked the wrong button because the cursor kept switching between the open hand an the pointing hand, and other times i could click things behind the backpack. Aside of that, good game!

I liked the game and the concept, and i think it's a creative take on the jam theme.

The only thing I would say is taht I feel the concept and mechanics could have been explored a bit more, but as i said, it's just a feeling, so I cant't really give a more concrete example.

I might have done something wrong, but I had some issues with the game (for example, no one was following me, even though in the resources and screenshot I see it should be Dracula; and at one point, the level auto-scroll froze and I couldn't move foward).

From what I saw in your comment, you used this project to improve your skills with SDL2, so it's not bad. In future projects, you can add more things to improve the experience, like more sound effects, so, good try. 👍

(This is a personal thing, but I got motion sickness with the camera. The auto-scrolling worked fine, but the level map moved a bit slowly, as if you moved the level manually backward instead of moving the camera forward. But I get motion sickness easily, so it might just be my problem.)