That's an eerily accurate observation! At one point while iterating, I randomized the keypad numbers for that exact reason. And while it felt fun for me, I ultimately made the decision to remove it because it felt too unfair as a first time experience.
fivetwoeighty
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I'm okay with getting more than 100% trash removed - the implication is that you're going above and beyond what was expected, and that's okay. Perhaps the wording could be a bit clearer.
I have some ideas to expand/rehash the idea, but I'm taking a bit of a break from the project for now.
Thanks for playing!
Thanks for the constructive criticism, I really appreciate it! Responding to your points:
- Yeah, art isn't really my forte, but I did what I could with the time I had. Trying to find a style I can reproduce that doesn't suck to look at or make!
- The random range for the lily pads is 4-6, but I get where you're coming from. That range should be higher as a whole, and it shouldn't be able to create dead-zones.
- In the final hours before the deadline, I realized dragging the cursor off the edge of the web browser game window pauses (?) mouse detection, so I made the decision to have the drag "release" when the cursor leaves the game window. This of course creates the annoying lack of jump angle options near the edges of the window. I still have not found a technical solution for this using gamemaker. Of course I could limit how far side to side you can go, but that felt like a cheap solution in the moment.
Thanks for playing! Good to see a fellow gamemaker user in the wild!
Super fun game! Like any good rhythm game, it was tough tough to keep track of the notes during the faster parts. I only have 1 critique - It's not immediately apparent where the fruit gets cut. A little blurb in the tutorial would fix that real quick. Side note - it might have been a bug, but I somehow got 102% despite doing terribly.
Good game! I enjoyed the concept and the art was really charming! My only critique is that there's an implied tactility that isn't fully realized. You drop a seed to plant it, but you simply click the produced ingredients instead of dragging them into an inventory. You drop ingredients into the pot but then you click the spoon to make the recipe instead of mortar 'n' pestling it. Other than that, really good work for a weekend jam!
It was intentional to not reset the level when dying - for the cases where you placed the boxes properly, but just messed up the platforming. You can press R to reset the level - perhaps I should have made that more clear in the button prompts.
You're 100% correct about the key mechanic - I realized that it was nearly useless late into development, but it felt too close to deadline to remove it. As far as the cheat goes - well done! I completely spaced that, perhaps a bit more playtesting could have solved that.
Thanks for the super insightful feedback!
















