Wow what an ambitious project!
Obviously there are lots of visual bugs but overall the core game is very interesting!
This is definitely the kind of game I would usually have on my Steam Wishlist, which is the best praise I can give.
Very cool!
I liked the intial sneaking around aspect a lot, although I didn't realise we were robbing the biggest house ever made haha, this place is damn gigantic!
I think the dialog aspect of the game is pretty well done (although on QWERTY keyboards 'B' is a pretty crazy choice for an interact button imo)
As far as escaping, it felt quite difficult because this house's architecture is a mystery to me, it feels like it goes forever!
Overall great entry. A stealth game in a game jam is no easy feat, keep up the great work.
I might be wrong, but it doesn't seem like there is anyway to actually get to the "next level"?
When I drop in the chute at the end I can only restart or exit, but I can see that there is more underneath me.
Great work with what I've seen though, I think the idea is really good. The animations are nice, the UI is pretty good, although the colors for the main menu are quite jarring.
Keep up the great work!
A phsyics-based game of "Hot Potato" is a pretty interesting idea!
I do think the game could have benefitted from a tiny bit of in-game explanation. Like at first I didn't realise the red guy was my opponent, I thought I was trying to kill/defuse/get rid of the bomb in some way.
Art style is very unique, and I think that the SFX are pretty good (although a shorter more punchy throwing sound might have been better, so that it didn't 'lag' behind the throw so much).
I also think the opponent would have benefitted from being more agile, at the moment it's pretty easy to just give it the bomb and wait it out.
Good job though, keep up the great work!
Surprisingly fun for how simple it is.
I actually could see this being the good foundation for an incremental game. Drop the time for a round to like 15-30 seconds. And then between rounds let the play buy upgrades based on how many chickens they caught.
I recommend in the future, have a slightly lighter touch on the SFX. You could have brought the volume of the "holding chicken" down heaps and would have had the same effect, and blended in with the game's music more.
Overall great job!
Surprisingly polished piece, I like it!
It feels like an art piece designed around the theme, than a game haha.
The art and audio work is pretty damn good, perfectly captures the vibe of depressed vampire.
I like the font in theory, but the spacing between the words is so bad that it's hard to read.
Also I recommend on the menu put some respect on your name and credit yourself properly (instead of just "me"). You deserve it!
Great job, keep up the awesome work!
Great job for your first project!
I have a couple of "easy wins" for you, for your next game jam:
1. Put the controls on the screen. Even just a very small "Space Bar - Interact" goes a long way.
2. If you have music that will repeat over different scenes, its best to make it continue playing and not starting the loop again, becuase obviously the loop can be quite jarring.
3. Find a font to use! This is probably the easiest and biggest change you can make, it instantly makes a game go from looking like a "prototype" to a real game, especially when dialogue is the focus.
Overall though great work! Your first game is locked in and you will always remember it as you first project. :D
A very interesting idea!
I recommend next time trying to put some of the tutorial information inside the game, even if it's just a quick sentence or two when the player hits play.
I think the mechanic of killing lots of enemies in-order though is pretty cool and could be explore more.
Keep up the great work.
Really fun game! I like basically everything about the gameplay except the draw distance (when going fast I wanna see what I am flying into) and I didn't love the playing card aesthetic for the power ups, I think custom icons/visuals would have been more consistent with the theme.
I also had what I assume is a bug, where the meteor kept engulfing me and the planet well before the timer hit 0. It would happen around the 15 second mark.
Great work though, amazing entry!
Great use of the Rhytmic-style that I've seen use WarioWare-type games use before (the TICK TICK TOCK intro to each minigame).
As other's have said the 2nd level is way harder relatively, than the other levels, and I sort of wish the main game had slightly more overall content. Even if it was just a 2nd round at all the levels with one extra challenge added.
Great job and keep up the amazing work.
Yeah I think the issue is in the core design of the game.
I needed a way to guarantee fixed time intervals between frames (due to the cloning mechanic of the game), so I do everything inside FixedUpdate. This is very much not advised usually, and so I think it causes what feels like a stuttery framerate.
Unfortunately I didn't notice how bad it was in fullscreen until towards the very end of the game jam, but hopefully its not too bad as to stop people from being able to play.
Thanks for playing!
A VERY well crafted game, amazing job!
Probably the first game so far that I found myself really thinking about and enjoying as a game, and not just a game-jam game.
However I have to say I don't think it really fits the theme at all, but I am glad that didn't stop you from making it!
The art and music are great, lots of juicy SFX and visuals. Not to mention the gameplay itself is pretty addicting.
Well done, keep it up!
Your game looks really interesting from the screenshots, but unfortunately it looks like you uploaded the wrong file.
It looks like you only uploaded the .exe that gets generated after making a Build from Unity, but you also need to upload the rest of the files that get generated when you build the game. Most people zip up the whole folder that gets generated.
Best of luck in future development!
A cool minimalist OSU-style game.
For games like in this future, I recommend giving the players a target time to hit (maybe your personal best, or some other targetted time) so they have something to work towards.
It also took me a little bit to work out the "scrolling" button press, I thought it wanted me to click the scroll wheel.
Great job though, keep it up!
Really cool idea!
I am not quite sure what the actual point of the bell is though, I feel like the progress should either be 1. Hit bell, and pill bottle is given to customer, or 2. Put pills in tray, and then hit bell to give them to customer. However maybe I just misunderstood.
I could see this genuinely being a really cool Papers Please type game, where there are certain rules around medications that you need to keep in mind while doing your job.
Keep up the great work!
This game is giving HyperDemon vibes, in both style/vibe, and also how overwhelming it is.
I think your codex is a little bit too dense for most players, and it probably would have been better to create a kind of tutorial level, or drip-feed the different object types as the run goes on instead of dropping so many on the player immediately.
Overall great job, keep up the amazing work.
Heyo, found your demo on Steam through a friends recommendation. Just wanted to let you know I loved it, and can't wait for the full release. :D
I would love if there was an option to enable a ghost for each timed section. One that starts exactly when you do (and isn't affected by clone speed boosts etc) so I can pinpoint exactly where I can improve.
Keep up the great work!
An intro cutscene is a rare sight in a game jam! haha
Next time I would recommend either one of these options:
Either one of these would help solve the "where and what ladle" issue that I had when I first jumped in haha.
Overall I love the visuals, but I found pushing items around a little frustrating (I know it's the whole point, but I feel like something could be tweaked to make it a bit more 'user controlled').
Great work, and keep it up :D
This is my favorite 2D side-scroller of the game jam.
I have seen a bunch of the 2D side-scroller "get big then get small" gimmicks, but I haven't seen any other game capture the "fractal" angle of it all. It's such a cool feeling going by and seeing an entire little level that you pass by in 0.1 seconds while you're big, just to be fighting through it a bit later when you're small.
I personally think the level design was pretty great, and the visuals were generally quite nice as well.
Overall great entry, well done.
Love the idea of a bullet heaven where you build your spaceship on the fly!
Some improvements could have been:
I believe the core gameplay loop could actually be something really special for this.
Great work and well done!
I'm gonna be real with you, for not one second did I understand what was going on, but the game is definitely a vibe haha.
Next time around y'all should put a bit more time into the "flow" of the game, and instructing players on the controls+goals a little more, because I believe that's the main stuff this game is missing.
Overall, great work!
I had a lot of fun playing this! My main recommendation is to try and streamline the controls a little more.
Specifically, if you want the player to use WASD with one hand, and "," and "." with the right hand, that means I can't use my mouse. think the best option would have been to remove the mouse clicking altogether, and bind each different shape to a number so you can just press the number keys to really quickly swap between each piece.
Overall great work, well done!
A very cool bite-sized Pandemic game!
Very impressive for such a small time. I did have an issue trying to run the game in Chrome like others are saying, but it worked in Microsoft Edge.
I also recommend next time to increase the contrast between locked and unlocked items on the UI, to make it glaringly obvious which things are unlocked/locked still.
Overall great entry!