Thanks for the feedback! I'll probably add an option to disable damage numbers in the future, it does get pretty laggy. I'm happy you enjoyed!
Icicle111
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Thanks for all the great feedback! Shrapnel is definitely one of the best passives in the game, especially when combined with duplicate, but I kind of like how rewarding it is if you can reach that point. I was also a little worried the chicken sound effect would get annoying after a while, but I'm glad you liked it! The wizard character is definitely one of my favorite design as well. I'm glad you enjoyed!
Finally got around to finishing this, and it was so much fun! The music fit the game very well and I loved the graphics. The last level took me so many tries, but then I realized I was way overcomplicating it and I solved it very quickly after that. While the puzzles were challenging, it felt very satisfying to solve each one. I also did not have the issue where it would crash, which was good to see. Amazing job on this one!
Certainly a solid start to game development! A lot of my early Scratch games had this sort of gameplay, and this is definitely better than my first game. I liked the particle effects too, it definitely gives some impact to hitting the enemies. You've got a solid start to a good gameplay loop and if you keep at it, you could make some really cool stuff!
Thanks for the feedback! I'm not really the best at making music and the loop is definitely way too short, but I hope it didn't severely impact your experience. Part of the low frame rates and lagginess can be blamed on Pico-8's limitations, but I do really need to work on optimization as well. I also think I should adjust the difficulty curve so it steepens a bit after reaching 8 upgrades, the main reason I kept it relatively easy is to not overwhelm people who might be new to the genre, so if it gets harder later it doesn't greatly impact their experience, but still provides a challenge to people who might find it too easy. Thanks again for all this great feedback, and I'm happy you enjoyed!
Yeah, I think developing game elements simultaneously is probably a better system than what I do, but at least for small games like in jams it's worked well enough for me. I mostly learnt gamedev through trial and error, I just do it as a fun hobby, and the only other coding language I know is Scratch block coding, which I spent a little over two years doing before finally switching to Pico-8 about 6 months ago. As for your request to make a team, I'm not really sure about making any commitments just yet, and I think I would prefer to stay solo for now. I'll let you know if I change my mind though!
Really amazing job on this one! I liked the visuals a lot and the music and sounds were perfect. The gameplay felt super polished and precise. I was able to get my time down from 20 minutes to just over 14 on my second playthrough, and it was very satisfying to get perfect shots straight to the generator on some of the levels with the flippers and ducks. Overall, it was an amazing experience both times I played, and the dialogue between levels served as a good introduction to the mechanics, as well as giving the characters more depth. I did encounter a bug where if I tried to throw another bomb as the camera was coming back from a cutscene in another part of the level, I couldn't throw any more bombs as if I was still in the cutscene, and I had to restart. Other than that, this game was super fun and I really enjoyed it!
Thanks for all the kind words! In terms of advice for game development, I’m probably not the best person to ask, because I usually just mess around with a mechanic or concept I think is fun and expand on it, then try to make something of a story out of it and use that to create the world, environment, and basically everything else. For this game, I liked the idea of making a Survivorlike, so before the jam actually began, I made a simple prototype of a submarine that would shoot bubbles that bounced around. When the theme was announced, I made a two-frame walking animation of a cute bomb guy and a zombie bomb, which eventually evolved into Lil’ Bomby’s Nuclear Winter over the course of the jam. Though I didn’t really start development when I made that first prototype, or even use any code from it, it definitely helped with figuring out how to implement the things I wanted to. There are also plenty of tutorials and guides online for making fun game mechanics and even just game development in general that definitely put it much more elegantly than ‘just mess around until something seems fun.’ I’m really happy you liked this and wish you good luck with the next step of your game dev journey!
Thanks for the feedback! I think it’s cool that I inspired you to make a Pico-8 game. There are so many resources available for Pico-8 including articles on the creators’ website, videos on YouTube, and there’s even a Wiki. It has harsh limitations, but those limitations encourage doing more with less like you said. I think it was a very good introduction to “real” coding for me as well (I had previously only ever used Scratch). That said, thank you for playing and I’m happy you liked it!
This was pretty fun! It got a little intense at times, but in a good way, I think. I liked the procedurally generating terrain and cute character design. The music was good and fit the playful visuals and challenging gameplay well, but once it ended it didn't restart. Other than that, this was a great game!
Nice! I really liked this mechanic. The upgrades definitely felt like they made an impact on the game, even with something as small as an increased radius. I also think the 5 coin play cost can help encourage people to actually try to blow up more gladiators rather than repeatedly only getting one or two, and it was fun to herd a bunch of them in a corner and explode them all at once! The highest I got was 10. Good job on this!
I decided to keep the difficulty scaling relatively low at the beginning so people didn't get overwhelmed as fast, but I can see where you're coming from, which is part of the reason why I decided to have upgrades like the duplicator and cursed flame that incorporate some risk in exchange for such powerful boosts. Good to hear you still had fun though!
This was a nice, cute game. I really liked the art, and the song was a little intense, but it seemed to stop after it ended. I also encountered two bugs where the character wouldn't change when I was getting the order, and the paper in the bottom left with the order didn't update, but I think it made it more of a challenge to remember the orders, and I ended up having fun anyway. Nice job!



