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gingerbeard games

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A member registered Jun 07, 2021 · View creator page →

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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.

It’s a simple timer but starts with 2 in stock, which I guess should be better communicated. I’ve also had other ideas, but a timer was the easiest to implement so haven’t tested anything else (other than unlimited).

Yeah I also like to sumbit early to make sure that I have SOMETHING if everything crashes and burns. But I usually wait until I actually have something playable :)

I noticed sort by submission order and that was how I found this gem, so I for one are glad that you submitted that early.

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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… image.png

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?

I’m sorry to hear that. I haven’t been able to test on a real windows machine. Just tested that the build worked in Wine.

Unfortunately nothing I can do about it right now, but I’ll look into it when I take up development again (some time) after the jam is fully finished.

Oh and thank you for the suggestion about changing the colour of the controlled defender, I think that will work much better than the antenna.

Even without keeping any high score list I’m pretty sure that’s a good score.

A tutorial or instruction of some kind is another thing I didn’t have time to implement.

Good to hear. In the beginning there was an obviously superior strategy in just circling the base.

It me took longer and more ideas than I like to admit before realising the current solution to give the enemies ranged attacks.

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.

I won after 9 deaths. I liked the art and music. And the gameplay was enjoyable, but it was a bit tedious to skip through mostly the same dialogue. Especially at the morning, with “dice guy”.

Maybe that could be summarised to a single box after the first few times?

Thank you!

Thank you!

Thank you!

With all this praise I might need to take some time and really sit down and try to come up with ideas for levels.

I would also have liked to see more levels 😄. But didn't want to rehash the same puzzle over and over again.

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).

Turning the radio on made everything better. Even my driving(!?), in both games.

There would have been more levels if I had been able to come up with any good puzzles except "you need to get small to fit through the door".

Thank you, if all this positive feedback makes me wanna come back to the game I'll look into making some preview.

But before I maybe do that I'd need to feel that I can actually come up with more levels, without resorting to the same old puzzle.

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.

Thank you!

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!

Fun interpretation of the theme, and I had some fun with the (a bit janky) grappling hook physics. But actually completing the levels was too hard for me.

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).

Exhausted after WorldCon and down with the con-flu I still wanted to do something this year, but it didn't become much.

And at this stage I feel that it wouldn't be worth it to use the full 96 hours so this shall be it.

Thank you for the constructive feedback. You've got a very good point about the level design

The game isn't much longer than you already played, but it will require you to pay attention to the sides of the die to beat it.

You're right. It really needs better feedback.

Thank you!

Yeah, it's a little tricky. I realise I should've made it clearer that the plus sign-tiles increases how many rolls you have left, based on what side is up when you land on them. So it might be worth taking a detour to get a higher number.

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!

Yeah, if i continue any development of this game I'll try to make their effect clearer. I tried to trick the player to roll over one to show how they work, but it needs to be more apparent what happens. 

In the meantime I have updated the description.

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).

Very nice game. I Love the concept and the shifting to (another?) reality. But got stuck after the fight with the Hurrof. It was obvious to throw... I mean let the wolf jump over the water, but couldn't figure out how to get Alvin over. At least not before I ran out of patience.

Interesting game, even if i could not figure out how to win/break it and escape

I liked it. But I think seeing the liquid flow through the pipes (and maybe flow out if you missed any connection) would take the presentation to the next level.