Thanks for the kind words buddy c:
Frizuo
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The ICBM Gambit is a chess opening in which White gambits a pawn. The opening moves begin with either the Réti Opening:
1. Nf3 /d5
2. e4
The first person to significantly research this opening was chess amateur Otto Mandrup Tennison (1834–1909). Tennison was born in Denmark, studied in Germany and moved to the United States in 1854. There he played in the chess clubs of New Orleans. Many strong players picked up the idea from the first half of the 20th century.
Obviously there are certain things that are a little rough, controls feel slightly unintuitive, art is scaled so it looks a little weird, could use more feedback so it doesn't feel so flat, BUT, critique must be tempered with compliments and you definitely deserve some. Afaik, this is the first jam you've done on your own and that's a great acomplishment! Creating a game on your own is no easy feat especially within such a short period so props to you. The idea itself also has plenty of potential to be expanded upon, I truly hope you keep working on this and end up with something much more polished and complex as I really, truly like the idea. That said, overall the game is a little rough around the edges but is definitely a fantastic attempt, very well done.
Very good idea, the inclusion of the different zones at different depths add a lot of, well, depth! I've always wanted to make something like this and this makes me want to start working on it. Good job! One thing to note is that the pixel sizes differ very much between the different sizes of fish, if you want pixel art to look consistent then you should not be scaling the sprite in engine, instead just make a bigger, more detailed sprite if you need it to be bigger. Other than that this is really good for a first individual game jam!
(Also try the game derrick and i made for 1 bit jam if you haven't :) )
Here's our first stab at a horror game, hope you like it!
https://itch.io/jam/1-bit-jam-wow/rate/2225662
Btw I can't play your game for some reason :(
Really nice, I love the visuals and the game's super charming. My only gripe is that jumping feels kind of strict. There's something called "Coyote Time", this is where the player has a small leeway after falling off a platform/before touching a platform where they can still input jump and get a jump. Might want to look into implementing that in the future as it's quite fundamental to the feel of platformers. Other than that the game's really really nicely done, great job!
Took me some time before I got to this one but hey I promise to check it out. So I'm a big fan of Tetris and I think this is a really good take on it! By removing the time element of Tetris and changing the goal to stacking as high as you can, you turned the idea of Tetris on it's head and I think it worked really well! The art's spot on and the game is overall pretty darn fun. Good job all of you!
The amount of polish on this is unreal! The unique movement is really charming and you made you of the color pallette extremely well! Although I did notice that the character was stuttering when moving, this can be fixed by changing the timestep in Unity. I really have nothing else to critique, this is definitely a standout so far and I think it even has potential to be a fully fledged game with the addition of a few features. Watch out fellow devs!
Nice one! The premise is really simple but the presentation is very charming , all the art is absolutely adorable. Gameplay wise it could use a little more tweaking, throwing donuts itself it pretty fun but wouldn't it be more fun if let's say a streak would give you a bonus? By adding positive reinforcement when the player does well instead of punishment when they do badly, you can prevent them from spamming IF they want to get a high score, but if they want to mess around they'll still be able to fling donuts to their heart's content. Also hearing that you guys are relatively new to jams (the programming side at least), I would like to bring your attention to something called "Object Pools". This is where all the objects we need are instantiated at load time then we activate and deactivate them as we need at runtime. This is due to instantiating and destroying being terrible for performance. (Bring it up cuz I was lagging later on in the game(maybe because I was spamming donuts :P)). Maybe you guys already knew about this but hey, if you didn't then it's a great lil technique to learn! Overall great job, all of you!