Thanks for the kind words. I’m planning to continue working on the game (but much less intense obviously, and hence slower progress) and my first goal is to try and add some kind of upgrades.
gingerbeard games
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I think I might have broken the game… It froze, but before that i couldn’t longer close the opened planet-window…

I think the curve would need some adjusting, it takes a long time to get started (but sped up when I remembered that you mentioned cookie clicker and actually clicked the star…). Then after a little bit of mixing it quickly escalated…
But it was fun. Felt a little deeper than the idle/clicker games I have tried before (they aren’t that many tho).
A-mazing. This is almost perfect except for the gravity/inertia that so many others have pointed out.
I would have liked a acceleration upgrade or something. That’s usually my goto in racing, since I tend to crash a lot. :D
Also clever trick to get the first slot when sorted on submission time. Even I see it backfire when people are not aware that you can upload an empty game and then update it. But 4 minutes after the jam started I hadn’t even figured out what kind of game I would make, much less made a page for it. But I guess you maybe can rename the page after submitting?
At the moment it is endless. Maybe I should put that in the description as well. I haven’t really thought about the endgame, I will think about maybe having an actual win condition (but if so I will keep the “endless mode” as well).
But for now it’s only getting a high score, that you have to remember by yourself.
My problem is that i don't have many ideas for puzzles. Usually some ideas come to me when I'm working on the game, but this time i drew a blank. I guess lesson learned: I should have a better idea for gameplay before running with an idea (and not trusting that I will come up with something as i work).
I think the first step should be to make it more clear that you get higher score, and making it feel good to actually fill up the holes.
But there would still be people who optimise away the fun, so maybe a timer that kills you after holding the same size for too long. But then you could just release it and then hold it again. I guess you could check how many holes you had passed through with the same size.
Also maybe killing the player isn't necessary, there could also be some kind of score penalty. But either way it would need to be communicated clearly.
Another possible solution would be returning to default size after each obstacle. Then you might also make it so you don't need to hold the keys, but could just tap them. Which would be an accessibility improvement.
If you decide to develop this further I think it would be really nice to play with controller.
I feel your pain regarding background music (this year I didn't even have any sound, lol). If I tried what you did the players ears would be bleeding. Not the case here, it was quite pleasant.
The game itself was also fun, even though I also got stuck at the robot levels. The first one because I didn't realise that that specific bar goes all the way up, because it only goes halfway unless you're back att the door.
The second one I for a while ended up in that frustrating position that I knew what to do, but couldn't execute it with the timing. That one would for me personally have helped to have controller support. Since you're using Godot it should be quite simple: just add controller buttons for the actions in input bindings.
I enjoyed it, until i bored myself by cheesing with left+down. After a while I noticed that you get more score if you exactly match the hole (it takes careful watching of the score to notice, which you don't have time for when enjoying the gameplay).
I suspect some audio-visual feedback would make that clearer, and also incentivise players to not cheese with staying the smallest size, but instead chase the high of the perfect match.
One other point i had is that it sometimes was hard to tell if I was lined up properly, so some kind of projection of where you're going (or lines on the ground as synesthesia34 suggested) would be nice.
This one has potential!
Thank you for the nice feedback.
I had a hard time coming up with puzzle ideas, otherwise I would've made more levels (I didn't want to create filler-levels with just the same simple puzzle).
And your last point is my own biggest gripe: I couldn't find any reason to get big rather than small.
I actually started the project with a side view (and a slightly different size changing mechanic, but the swapping is better I think) with gravity, and then getting big was how you could cross gaps.
I however found that the sideways gameplay didn't really vibe with the top down blueprint aesthetic I was going for. In hindsight that gameplay probably would've been the better choice, and if I hadn't been so exhausted I might have used the "extra" days of the jam to experiment more with that (and changing the graphics to match).
Thank you! I considered having the exit require a 6 but I assumed it would make the puzzles harder to design and I don't feel confident about my ability to design puzzles. But I will keep it in mind if I develop the game any further.
And I would also have liked more puzzles. with a couple of hours more I might have been able to make more. I have made it easy to add more level, easy on a technical plane that is. The hard part is figuring out a good puzzle design...
But I'm glad you liked it!
I'm glad you liked it! I think I will try to expand it with a few more levels and explore the mechanic a bit more.
At first I thought it was a dead end (but where happy to have completed something in time for the jam) But the fact that people seem to like it have made me reconsider and now I do think there is some more to be explored.
Ah yes, It's very easy to overestimate how obvious things are to others. I found it by the way. But it took a few tries before I realised I had to use the interaction key to actually push. And also, I think it would have been more obvious (to me at least) if had been a box or something. You always push boxes around (unless you can break them for goodies). :)
But these are things you learn by playtesting. Especially puzzle games require lots of letting other people play, which there is not much time for during a jam (until now during the rating that is).




