Pretty good job I think the main things its lacking are all polish things that will make it feel that much better. Getting a cool run with ramping off the towers and finding the "tricks" of the level was fun. There was unfortunately a lot of inconsistency with the towers and ramping up them that was very frustrating after pulling off a tough move and then bouncing straight off. Those are just bugs and polish like I said good game overall!.
FlyingStupid
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OH MY GOD. when I realized the moon was there! I blundered through the first level but on the 2nd level I realized the moon was my lil buddy but also that there was a star associated with it I loved it. I agree with some of the comments that the difficulty is a bit on the high side and I see @LordZX50 commented on it was well. I think in community voted jams difficult-games suffer because they are naturally less approachable. I think some simpler starting levels that show off the mechanics and allow the user to "play" a little would have shown what you guys accomplished a little better. In any case I thought it was really good even though it was hard!
Your single biggest issue here is the controls. I really liked the game over all but it was kind of a mind bender to keep the controls correct in my mind. I did have a small issue with an elevator shoving me under the map but other that that I really wanted to keep playing and see where you took the concept. Props for doing VO its always something I want to do but never have the time in a jam.
I agree the Monkey flinging was fun. I had some trouble understanding how to damage the enemies. I think some feedback with sound or vfx could have helped but I know time is super limited in a jam. I had the game lockup on me at one point. Your text on the main screen was way to small for my old man eyes :). Good job on your first jam!
Oh man I didn't see your challenge to post a time. I didn't pay attention. Maybe I'll go back later and see if I can't post a good time. The look of the game was great and the controls felt really good. Level design was better than I expected with this being a game jam game (generally folks run out of time creating levels). I think you've got a cool concept here and would love to see even more creative levels. I wasn't really sure what the fire did so I wasn't sure if it was worth picking up. Really solid entry folks great job!
Awesome first submission. I enjoyed the concept here but it was a little tricky understanding ways some of the mechanics were working (communication of that kind of stuff is really hard for normal games and SUPER hard for games where we have such limited time). I liked the different abilities. They felt distinct from each other and that was awesome and a little frustrating when i wanted to use a "lower" ability situationally. Specifically the bouncing projectile verses the spread. Its a hard design problem to solve. I'm not sure what I would have done but I think there are some options. Can't wait to see what you make next!
Snooker is such a good concept for Momentum. Transference of momentum felt really good. At first I didn't understand that I needed to get the spikey fish into the pockets and was just trying to avoid them but I eventually realized what to do. It was tricky with the creatures moving all the time. It added an element of difficulty that was both fun and frustrating :). Great Job on what looks like your first GWJ submission! welcome to the Jam!
This was a really fun game. I dug the differences in the characters. I do feel there were a few levels were there were only one or two boxes that needed a specific character to get. I did like the interactions between the grabber guy and the others. I was able to get into a state where the one of the other guys was still attached to the grabber guy even though he wasn't holding him. I had to restart the level to fix it. otherwise good game.
well well well what a lovely platformer. I looked over your post jam changes and they all seem solid. If you are going to go with random damage ranges I would suggest highlighting the different damage amounts in some way. Damage numbers are an easy go to but you could also do different sounds or effect depending on the damage amount. I don't know if you are aware but your 2nd moving platform can launch you pretty high. Might be a good opportunity to lean into that behavior and build some level elements around it. All in all a very solid game.
Well I beat the big guy but it took some time. What I would have loved is an indication on the big guys bar as to how much damage I stood to do if I hit with my current stone. That would have helped me understand better if I was just missing or if my QTE combo wasn't good enough. There was almost a rhythm game vibe to the QTEs. I would have loved to see more of the theme in the game but you defiantly ran hard with one of the wild cards.
You have a really solid game here. The layers of different critters was a nice surprise and kept me playing a bit longer once I discovered it. All that is missing for me is something to keep me playing and getting the upgrades. There wasn't really any need to get the upgrades. Something like a leaderboard or hidden achievements would help with that. I'm guessing more of that was on the table but time is always against us in these jams. I think everything you were able to execute on was done very well.
Solid game. I had fun picking my upgrades and was very excited when I got to upgrade the cage as well. The turrets felt useful. In fact all of the blueprint choices felt impactful. That can be hard to do in a short jam. Well done. I was in fact able to ... escape. I'm on the fence about the building aspect of the blueprints. On one had it was kind of neat that I didn't get my prize right away. On the other hand building the final blueprint just seemed like waste of scrap until I had enough. Like I was better off holding onto the scrap until I had it all incase I needed to buy upgrades or health.
all in all a fun game.
Hey! Thanks for checking out the game. The camera shift on the thermal vision was an artifact of how it was rendered. Godot doesn't give you a ton of control over the render pipeline so our graphics guy always needs to do some crazy magic to achieve our crazy ideas. In hind sight I think if the pipes went through to the next room where the door was it would be easier to follow the pipes through to the next room. We went back and forth about being able to see the enemies with the thermal vision. It makes logical sense but we didn't want people to just play with the heat vision on the whole time. This lead us to decide that the "downside" of the thermal vision was you couldn't see everything. (You couldn't even see the player character in the early days). We wanted to make some enemies show up with the thermal vision as part of their mechanic but ran out of time.
The Chase enemies don't do damage until they blast steam out. The block should work against them (though it is a bit directional). If you didn't associate the damage dealing with the steam puff then I could see how it would feel more random.
We tend toward doing some kind of random generation in our game jam games. It can work well with the time constraints in giving a bit more replay value to things and is also kind of fun to try. This time we used a generation method that allowed for the lock and key stuff to generate in a solvable way. I just wish we had more time to build some more room types to spice the game up more.
Again thanks for playing!
I like the concept of echo location and have wanted to play around with that concept in a project for a while. The sound fx and music produce a very eerie atmosphere well done. This was a great theme to try this concept! There were a few times I got stuck on the stairs and I lost once under the stairs :). The AI trapped me in a room for a while and I didn't have a stone to get them to leave. After the first three switches I wasn't really sure what to do. I found a green switch but kept getting caught. I saw your comment about the missing checkpoint and I think that would have helped.
Good Job.
finding the boss can defiantly be tricky. The level generation I made for the last level can result in some really mazelike levels that take a while to explore. It sort of does the sound pooling you are talking about but its one play per frame. Could have probably go a bit more with that and only play once every few frames like you said. Getting suck isn't intended in your grenades but we didn't have enough time to find a solution for it. I'm glad you enjoyed the game
Well itch ate my post so I quickly retype:
I had fun with this one. I think the difficulty ramp for the waves could have been a little steeper. I think it was fine as I was getting upgrades but after that I kind of wanted it to get harder quicker. I played through mostly using the rubber band gun but did waves 34-38 with melee only and then did a few with the stapler when I noticed I could swap guns. Art was really good. I like the animations and VFX for the enemies.
Thanks for the game
This was our first time getting a web build working for a project and I defiantly agree there were some audio issues some times. I ran into a case (that I could never repro reliably) where the audio would stutter. The grenade projectile collision was a rough part of the game. I really wanted to implement some one way collision. Then you could walk out of the holes. I did not have enough time to do that. I'm hoping to take some time after the jam to address some of the issues and features we could not get to.
Thanks for playing.
Thanks for playing. All valid feedback. The damage numbers were a late at and we didn't have time to tune them so they worked nice with low damage erasers. None of us are audio people and we tend to struggle with getting the mix right for sounds. There is a sound when the portal appears but it can be covered up by all the other stuff that is going on. I had thought about making things trigger on their own but with the grenade holes having collision I thought it was best to leave that for the player to manage. You are able to hold down the attack buttons and have it trigger on cooldown though.
Given more time we'd spend some time on the audio mix. Fix some of the settings bugs (the sliders all have labels they just don't work on web). I'd also like to spend some time tweaking the erase on the enemies to see how that changes the feel. I think there is some potential around the enemies getting harder to track the closer to death but its not something we leaned into so it just seems out of place and more of a broken thing then a gameplay choice.
Thanks again for playing and the feedback
I don't think I really understood what was going but maybe I was running into bugs? Sometimes I would start the first room of the first level and the platforms wouldn't move before the lava killed me. Other times there wouldn't be any exit doors. When things were working for me it was fun. I like frustration platformers and this seems to be working in that world. It took me a second to realize I was choosing my path. I thought that was pretty neat.
I think an important aspect of frustration platformers is they need to be consistent in their inconsistency. This felt very random how things were going to go when I got into a level and so it seemed less about me remembering and more about if the cards were going to fall my way. Its possible that I was just unlucky and running into a lot of bugs. I think that's one of the risks in these kinds of games. You are trying walk that fine line between fun and frustrating and its such a razors edge that the game needs to really be tight. I just think you needed more time. It seems like a big undertaking for a jam and I think you did a good job given the time constraints I just wonder if down scoping some things would have allowed for more time to playtest and iron out the handful of issues and really smooth out the game.
Heh yeah I had done it right away before we even had an idea. Our artist saw when I had (it was just a left to right wipe at this point) and said oh can you make it like erase in strips. Cue spending way more time then I planned on that effect :-p.
I agree somewhat on enemy health we really wanted to sell the erase aspect of it (its also why they linger a bit after death) and so we ran with it. I think you are right figuring out a way to have the enemies more visible would make things more readable.
All the sfxs were made with a simple wave modulator like https://sfxr.me/
Thanks for playing!
Hey thanks for playing. Controller support came late and the triggers don't work on web :(. The remapping screen could have definitely used some work but I wanted to try and get it in there. Our artist did an amazing job on all the art. The hand drawn UI really came together once we had everything converted away from the default godot skins. I learned a bunch about skinning UI in godot.
Thanks for playing and the kind words. The gummy bear was originally just invincibility and when adding effects and sounds to make the power ups feel better our teammate made you grow big. Then he had the idea of making you able to stop enemies. He had unknowingly combined invincibility with another power up idea but it was better the way he did it. There wasn't anything that really explains what the power ups do and I agree the gummy bear isn't the most obvious. All the others have more immediate and obvious outcomes.
I also like making a wall of death with all the upgrades. I really want to solve the getting stuck in your attacks. It was a tough problem I tried a few things to solve but nothing really worked well enough to keep.
Thanks for playing. We were doing so upgrade runs for most of dev and the ending was too easy. We rebalanced the end in the last hours so your build had more of a payoff. I think with some tweaks a no upgrade runs could be possible but I think in the end it was the right call to make the ending a little more exciting.
The holes were one of the first things we thought of and worked on. It turned out really well. It was made by our team member fvzappa and this was his first game jam! This was a rough theme for us. Took us a really long time to get going on a game idea and it only game together in the last few days. Thanks for playing!








