Thanks so much for playing and the kind words! I've been thinking about adding in all the stuff I had to cut, and release the directors cut in a bit lol
Flaming Monkey
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Thanks so much for playing! I was just trying to go for a simple arcadey style driving.
I know! I had so many great ideas for different types of tasks, like dropping off the laundry and having to pick it up later, or once you take the car to the auto-shop you are without for the rest of the day. I was wanting to have ways you could pick up the wrong thing from the store or get more points for picking up something really nice. But I ended up having to cut a lot that I wanted to do just from time.
I started with a bug that really confused me, I initially didn't see the tutorial button and just hopped into the game. I was very confused by the game and when I lost I saw the tutorial button and when I clicked it, it didn't play the tutorial for me and just restarted the game. It wasn't till I came back to read the comments I saw others mention the tutorial, I refreshed the page and it the tutorial worked! I'm glad it did too, because after I understood the game I really enjoyed it. I'm a really big fan of how you used the limitation to modify the gameplay as well as the art.
I really enjoyed the game but I would like to see some way that the tutorial or just info about the game could be better incorporated into the gameplay. The tutorial was a little long winded and it did take me until the 4th day or so to fully understand what was going on even after getting the tutorial.
Lot of fun, I love the art and the music. I really like being able to tune my speed as I'm going and certain spots feeling like I actually do need to slow down to hit them. I wish there was a little more forgiveness with the hitbox, there were several times I felt like my character didn't hit something when I reset.
It took me a couple of tries to really understand what I was supposed to be doing. And even when I was kind of getting the hang of it it felt like I was doing a lot of just button mashing. I really love the art and the concept but I feel like the movement could be tweaked to give the player a little more control. There was definitely a point where I was just flying through the air with lasers shooting out of me from all directions, it looked cool but I didn't feel like I had any control of what was going on.
But overall, I really liked the art and the music, I just wish that I could have a bit better control of the character.
Thanks so much! I used this jam to learn how to use Godot, so I had to spend more time learning the engine than building the game. That's why there's not as much as I wanted to add. But that's a good idea on the jump, I'll look into that on my next game! Thanks!
I'll give your game a play when I get home!
Hey this is a great idea, to post what we're wanting to work on!
I plan to work on my submission to the GMTK jam this year, Reformless. It's a FPS physics puzzle platformer, trying to embrace some Portal vibes as much as I can.
I'm in between major projects right now so I'm thinking this might turn into my next major project. But before I commit to that I have some changes I want to make to make sure. I'm hoping to do those here.
My main upgrades and changes to the game are:
- Decrease difficulty in puzzles a little bit and increase subtle communications to the player about what to do next, ie adding in environmental indicators of what's interactable or climbable
- Improve physics handling.
- Fix physics with intersecting objects when holding something
- The physics get a little wonky on lower end computers and I'd like to see if I can fix that
- Just in general, making physics objects a little less jumpy
- Improve character platforming controls
- Add in additional controls for moving and placing blocks more precisely
Finally, I'd really like to add in what I'm thinking of as "bonus levels" that don't really fit into the theme that I've already placed in the game but that I think would be nice to explore puzzles in that space for future iterations. In the current iteration of the game I've made all of the assets myself but I'm thinking for the sake of prototyping new areas, I might use a synty pack or something.
I'm so impressed you've been able to do UE development with 8 GB of RAM!
I think something may have messed up for me. The spots that seemed like ledges I didn't have any collision with, I don't know if I missed something or if it just isn't working right on my computer. I tried to jump on several of them and couldn't make it up the mountain at all. Let me know if I missed something, I'd love to give the game a fair shake!
RIP Hero
This is awesome. I love it. I did have some issue with just the first puzzle bit, but after actually paying attention I could definitely solve it, but then the twist! So good. My only suggestion would be to add in something similar between the two worlds that's different from the other blocks, like a green block at the top and a blue block at the bottom, that way I can orient myself a little better. But I think this is 5/5, one of my favorites I've played in the jam!
A fun little arcade game! The visuals on it are really nice! It plays, in my opinion, a lot like the Stardew Valley fishing system. I actually don't like fishing in Stardew because of the minigame but this feels like I'm way more in control of reaching the goal. Very cool. And I love the take on the theme! Great work!
The style and visuals are very cool. I love the idea but it was kind of hard to get the hang of, at times it felt like it might play better with the mouse controlling the movement or some key controlling scale. I'm not sure if this is due to my setup or what but the controller controls didn't really work for me. It would get the moving but not the triggers, but based on the keyboard and mouse gameplay I do feel like the controller would be really good to use.
Good work!
A lot of fun! I'm not usually a fan of survivors-likes but there were several things about this that I really liked, the one or two enemies at time made it feel exciting without be overwhelming and the upgrades where you can build walls is really cool and makes for some interesting strategies. I would even wonder about just having the build always on, maybe give a limit to the number of blocks out at one time? Regardless, it certainly add to the strategy and possibilities during the game! Good job! Keep at it!
I love this! I did a puzzle game where the main mechanic is changing the size of boxes too but I'm a big fan of how you implemented it here. The idea of only being able to change the size while looking through the glass makes for some really fun and interesting puzzles. Your puzzles are designed really well where they weren't too hard or too easy but the perfect space in between where I feel like a genius after I've solved it or as soon as I see a possible solution.
Great job!
This is cute, I like the idea. The first time his belly expanded out it got a hefty giggle from me. I think the knight moves a little too fast, and I noticed elsewhere that you say it but I just wanted to affirm a bit more for you, I think that coyote time would help out here a lot. There were several jumps I had issues with that just a moment of coyote time would make it seamless. Great work! Keep it up!
This is a super cool idea, I'm very bad at keeping beat and music in general so I had some difficulties with this one just because of my own shortcomings but it seems like a really cool idea and I had fun with it until I got ultimately stumped. I did really like the indicator in the pause menu showing the beat pattern and I think that should be incorporate into the normal view somehow. And it would be nice to have some indicator showing what my beat looks like in correlation with what the beat is supposed to look like. All in all great work!
Very cute game! I think that it would definitely help to have some tooltips in the game when you hover over different buildings. I know this a game jam game and this is something I need to work on with them too, but it would definitely be helpful to have alternate controls for the scroll wheel functions. I'm playing on a laptop and it's just very difficult to accomplish some of these controls with a track pad. But very cute! I love the music and the 3D assets, the chill vibes are great. Good job!
I really like the mechanic! As I was entering into the last one I thought to myself "one where I have to get real big and then give all my size to a block would be real cool." then there what was! Awesome job! As a UE solo dev, UE game jam games always have a special place in my heart! I love the concept and the puzzle are designed well, and there are definitely a lot more cool places this idea could go!
The concept here is soooo good. I was like buckled in and ready to play some levels! You should definitely work on this a little more and make a few real levels, the possibilities are endless here. And it visually looks really polished. I know it's just 3 levels but I didn't run into any bugs! Good job!
Very cute and fun! I love the idea of getting through smaller levels in order to get through the grander bigger level. The only real issue I had was that sometimes it was difficult to figure out what I could interact with, or which smaller sections worked. I spent the first 5 minutes trying to jump on the beetle/skull(?) but was clipping through it so figured it was there for something else until I read some more comments and figured it out. I think putting some light highlights on a lot of the objects that you interact with would really help to convey what to do a little better without handholding the player too much. Regardless, good job!
Stacking dude's was a blast! At first, you're kinda like alright I get the idea, but then it quickly devolves into wonderful chaos as you fling your dude stack all over the place collecting CDs. I also fell out of the map, my dude stack tripped and all but the bottom 2 got stuck in the floor :(. And I would also recommend only making the other character's and their collisions work on the bottom few, I was slithering across the floor as a dude snake and was getting spammed with "He's peeing" across the top of the screen and had no idea what it was talking about lol. Other than that, I have nothing else to add! A lot of fun, I love the visuals on the dudes and the world in general and the sound design is great!
The concept is really unique and there's a lot of puzzles that come to mind that incorporate it. I think that I ran into the same problem as everyone else where turning up the gravity and heat all the way allowed me to skip most of the puzzles. I had some issues with the boulder puzzles, it felt like there was a very specific gravity I was intended to get it to but I couldn't figure out what it was. I liked the animation of transitioning between the planet and the character but after a few switches of it, I started to get a little tired of it, I just wanted to get the planet adjustments. So maybe make the animation play only at the beginning of the level. I also didn't fully understand that the sun could be moved in closer until I was clicking and scrolling rapidly in space to figure out what the arrow was talking about. I feel that this was a very ambitious and creative project and the scale (hehe) was a lot, I use unreal engine and can tell that a lot of work has gone into this. I think after implementing the changes people are suggesting here and watching some good playtests then you'll really be on to something awesome! You definitely have a good starting point.

















