I enjoyed this entry, but the only thing was that without any pathfinding, you can camp under the middle-bottom platform and none of the higher enemies can get you
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One small thing I'd suggest is that instead of using a realtime timer (eg 4 minutes, 3 minutes, 2 minutes et cetera) use a "clock" that goes up in hours (eg 11 PM to 12 AM to 1 AM et cetera ). An ingame clock representing real time would help alot with the atmosphere I'd think, and you can say the objective is "survive the night" instead of "survive 5 minutes" even if the duration that you need to survive stays the same.
Very fun. I really like the gimmick, and it made for lots of exciting obstacle. I liked how towards the end, it started using the depth more, sort of like a 2.5D game. The graphics are simple but that doesn't take away from the game too much. However the skybox didn't really fit with the cartoon blocky style, and some sort of texture on the fire would've really gone along way. Sounds and music would have also been great - never neglect the audio in a game jam! Well done, and good job dude.
oh yeah. I found that out as I submitted it - i replaced one of the enemies to use as the boss instead, but by then I had made the level, so I had to replace them, but it messed up the gate opening in one of the rooms. Thank you for playing!
I think it is cool, but maybe it should also damage you? Just using physics to push them feels kinda clunky, so maybe experiement with code-based knockback instead - like it jumps away and flies off for a few tiles instead
really good job! The graphics, gameplay and design are all exceedingly good. The only place really missing is sound - the sound effects were too quiet, and I think it really would've benefited from having more juicy impact/collision sounds. A music track in the background would've made it absolutely perfect.
Fun, but frustrating. I had a good time playing this (though hard mode was basically impossible for my 5 centimetres cubed of brain). The main things I would say it that the hitboxes aren't perfect when in terms of getting the timing right, and the attack doesn't feel quick enough and hence not responsive enough. In terms of sound, the music track was good and totally fit the tone and atmosphere, but didn't feel melodic or rhythmic enough for a rhythm game like this. As well with sound, I'd say it would heavily benefit from more punchy sound effects - to really emphasise the whole "swing on the beat" and it would really mark out the rhythm. The sound effect you used is more of a soft "whoosh" sound, which blends in quite a lot with the music. For a rhythm game you really want to show how you are hitting to the rhythm, and punchy sounds normally help that. Overall, really good job and well done on the game!
I really like what you've made! The game is quite fast paced and fun, even though quite frustrating sometimes when your jump gets barely clipped off the top of a 3-block tall obstacle. There doesn't seem to be much difference in the different character's stats and I literally went for the one with the funniest looking name (I'm very professional when it comes to video games). The random generation works well, and with enough different tiles to just about make gameplay diverse enough. However the added gimmicks (coins and slimes) feel unnecessary, with no incentive to get coins, and the slimes don't seem to really do anything. The physics doesn't seem to work to well in context with a platformer - the fact that you can push slimes, and jump off falling blocks, or push all the tiles around. It is a really fun game overall, and a good entry. Well done!
really fun, but pretty buggy I played it waayyy to long. However it does get pretty easy after a while. Because of online-ness it seems to have not uploaded my score, then did. If I am accidently plaguing your high score, I'm sorry. The other thing is if my moniter is weirdly shaped (or a weird size, it doesn't work. My moniter isn't as wide as, say, a laptop moniter and it doesn't really scale, so half the game was offscreen
Very fun but kinda dissapointing that there is no boss or even new enemies on wave 3. Also I don't like how it immediately sends you to the title, so I couldn't even boast about my mega score because I didn't have time to write it down.
I'm pretty sure you can select it as a team and both have it on your itch; https://itch.io/updates/let-collaborators-edit-your-game-pages-with-the-new-game... I don't know if that would show up in a jam page but here you go
Handy itch tips #9
to get this straight - my code is not janky because I am bad at coding, no of course not. All the code happened to stage a mutiny half way through development and held me at gunpoint (actually happened)
I found it really fun, but the reloading felt like it broke up the typing rhythm when you reload so I ended up dying not because I can't type quickly enough, but because I got blocked from typing at all.
It is good, but sound is a bit lacking. Also the strategy ended up boiling down into "run around the edge and mash mouse button". It was annoying that the "shot value" maxed out at two but still lets you buy it. I got it to lv 5 but it was still giving me 2 a shot. Also I janked out of the stage with the boss, so I just infinitely shot the centre, because the enemies can't get me. Overall, good game, and well programmed for the most part. But fix the wallclipping.
is there a way to upload after the deadline if the build didn't work the first time (build failed) and it takes like 30 minutes to build, because unity didn't correctly build it for unknown reasons. Is there an email to ask about it?
this is way way funner than a game about writing onto surveys and trying not to send out typos has any right to be. I don't know what you did but something must be right here.
Seriously WOW this is actually really good, well polished, good design and GREAT gameplay ... somehow
Modern indie metroidvanias make a really high bar - what with hollow knight, axiom verge, Gato Roboto (ha ha ha) - but I thikn this game more or less feels like that level in terms of polish, gameplay and feel. The rooms feel kinda samey though, and there is no money or upgrades of anything along those lines to encourage killing everything as opposed to runnign straight through all the rooms. Feels wierd to just restart the room on death though, but that might be for the better as a game jam game (don't want to frustrate anyone)
fun and intutive game, good puzzle design (from experience - really hard to design puzzles) but, of course, the glitchy grid/box placement. You should probably snap to a grid (dividing by x, rounding it down to the nearest 1, then multiplying it by x again, where x is the size of each grid cell). Good sound design too, and polish is superb
Very good theme integration, as well as a super-cool concept that could very well be it's own freestanding game! Pixel art being scaled but keeping the same resolution annoyed me, but I guess making new sized pixel art might be annoying, with 5 or so planets with 6 sizes each
Really good, but the music is a bit hmmm and it takes awhile for something to happen (maybe it should just be *YOU ENTER YOUR MUSEUM AND ... WHAT'S THIS? YOUR FAVOURITE MINECRAFT FANART HAS BEEN STOLEN? BUT WHO IS THE CULPRIT?* thing so that way you don't have to spend 5 minutes looking a people and telling them to enjoy the show (thank you!)