You could once you have 2 fingers on the mouse at all times
Or this could just be me with my natural hand placement
J4m331
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I did find some bugs when I implemented that but I somehow managed to code it out, that wasn't the bug although the version that I submitted seems to have an inconsistent bug, it depends on who plays it because on my main system I had it, on my laptop I didnt.
Idk, im kinda hoping that nobody encounters it or judges it unfairly because its the least important yet "crucial" features the game needed
Thanks. The difficultly comes with the level progression mechanic, although I didn't want to make things too complicated with the 5th and 6th levels because players may spend alot of time trying to solve it with the number of switches involved.
The font wasn't something I put too much consideration into given the time. As for sound effects, I contemplated adding them but given that I had half an hour left, I decided to skip it.
Its pretty good.
My initial impression was this was not playable because of the original embed size, but thats fixed so ill overlook it.
The hitbox of the maze was... questionable, altough I cant blame you for not spending time making it proper.
The timer part scared me for no reason, it made me anxious wondering what would happen if it ran out, I ended up rushing for the next item before ending up back at the centre.
The concept is good, I think better visuals would bring up the appeal of the game.
A sprint feature may be game breaking but it could be added.
Thank you.
I never anticipated the enemies to be called chickens 🤣
I had a few sprites for enemies but I had to crunch down on development because I was way behind on schedule.
As for the music, I didnt put too much thought into it because I had to add in music in the last minute, I went on the youtube music library, grabbed a track that sounded good and just put it in, I ripped the music script from Bell Peg because I wasnt about to code a new controller.
The one thing I didnt do was to turn on looping, so thats a mistake I made.
As for the philosophy, I just had the thought that nothing is something.
Gracias por los comentarios, realmente no tomé en cuenta la escala de la interfaz de usuario. De las 52 horas disponibles, solo pude dedicar alrededor de 11 horas a hacer el juego, así que no lo agregué. Este fue uno de los errores que cometí al hacer el juego.
Thanks for the feedback, I didn't really account for UI scaling. Out of the 52 hours available, I could only spend around 11 hours on making the game so I did not add it. This was one of the mistakes I made when making the game.
The game feels barebones, you had a good concept going but you dont have anything that makes the game visually look good, this may not apply to me but when I played it there was alot of lag especially when rapidly changing directions.
The game can be made better, focusing on better visuals and optimising the game can make it much more appealing and playable.
Гульня здаецца простай, у вас была добрая канцэпцыя, але ў вас няма нічога, што робіць гульню візуальна добрай, гэта можа не адносіцца да мяне, але калі я гуляў у яе, было шмат затрымкі, асабліва пры хуткай змене напрамкаў.
Гульню можна зрабіць лепшай, засяродзіўшы ўвагу на лепшых візуальных эфектах і аптымізаваўшы гульню, можна зрабіць яе значна больш прывабнай і зручнай для гульні.
¿Por que la gallina cruzo la calle?
Para conseguir los huevos.
El juego sería un buen juego de arcade rápido.
Los controles son torpes, teniendo en cuenta que tienes que soltar una tecla antes de presionar otra en lugar de presionar una tecla nueva mientras mantienes presionada otra para cambiar rápidamente de dirección.
En general, buen juego
Thanks for the feedback
I spent the least amount of time on SFX so there wasnt much variety, Ill be honest I never antcipated anybody to use a laptop so you missed out on alot of exra firepower and aiming, I wanted to implement a cooldown between waves but I never got the time to do so along with alot of other features, if I had only gotten that one extra day I could have made a more polished game.
The game quality is questionable... Lets just say "I missed the Connections"
I honestly found it really short, there wasnt really much of a game here, the play area is beautiful as well as the character sprites, this is where the good things about the game stop.
>There should be some sort of transition when knocking on doors
(I mean I went straight up, knocked and saw nothing, looked down, saw a child and that was probably scarier than any horror game I played)
>I don't know how the Scene Transition really works but I think it can be faster.
>The game finishes really quickly, theres really not much to go, you become a messenger, play hide and seek, and you give a student a book you immediately picked up
>Lastly the game complely missed the connection, I dont see how it ties into the theme
Basically you need to try again, maybe if you put a slight bit more time on brainstorming, you may have gotten a better game or a completely new game, maybe you had a concept but the main idea wasnt realised or implemented.
I have to say since I joined in Jammin 2020, this has to be the most polished game ive seen, the art style and music composition are good, the mechanics however are somewhat clunky, the movement is somewhat hard to control when trying to make really accurate long jumps not to mention a bug I found when jumping up walls.
(forget Kerbal Space Program, just run up a wall for long enough and youd hit Pluto in no time)
and lastly the health system, I honestly hate having to start over (in a sense) from grazing a spike
I can see how some aspects can be fixed while not changing the experience completely.
>After maybe 2 parts the health value can be increased so you wont have to "restart" so often
>Similarly add a new attack (one that doesnt only do horizontal)
>Add a skip button to the opening cutscene
Otherwise its a good game
Thansk for the feedback
Audio in general is my weakest point, hence I never spent that much time in audio especially because it was something I left for the last day, and I realised quickly that it can get annoying fast if you focus on just the audio, I submitted with the thought "if people play the game, they may not pay too much attention to the audio"..... That never went well
As mentioned in another reply, Enemy ammo not despawning/self destructing was an issue that I never actually fixed it within the time.
Thanks for the feedback
Theres alot of things I can talk about, I will include the full story in the post mortem that will be written sometime soon but will summarise everything I need to clarify here:
>I wanted to make movement just like it would be in space, realistically its not going to be like moving on earth, every force applied will make the ship gradually drift in a specific direction
>I never actually thought of it, then again I dont really have anybody that would playtest my game at the time, I kinda assumed that everyone will think "White coloured object = Spaceship part"
>I wanted more enemy variety but never got the time to implement
>It was a problem during testing but I never really made any fix for it at the time
>It depends, I wanted separate weapons to have separate controls because I wanted to add a "weapon heat system", basically weapon get hot means cool down before being able to use again.
-Machine Guns - Right click
-Small and Medium Battery- Left click
-Large Battery - Middle Mouse click
>Its kinda my fault, the majority of the time my system volume is 10% simply because I dont want to blow my eardrums up.
Thanks for the feedback, most of the things you mentioned were actually supposed to be features but I didnt get time to implement them.
I will put the rest of the details in the post mortem I will be making but basically.
>The ship is modular but being able to pick parts would have people make the most unappealing and "unbalanced" vessel.
>I wanted to make it so that as parts are picked up, the stage gradually gets bigger/more enemies/larger hitbox
>A mechanic I wanted to implement was the ability to repair the ship, increasing health in exchange for a resource (was initially "scrap metal" but I switched to temporarily disabling the ability to fight back/ the ability to move)
I found that the game had a bit of a curve, I found that coming to the end of the game you are in a rush to get to the top before getting hit by floating skulls. I think some way to fight back in exchange for a debuff would improve the gameplay, I like the fact that as you collect parts of the body the health of the player is increased, but even at that point the damage recieved is too "punishable". I can understand the simplicity of the health bar but at the same time it wouldnt have been hard to add some variety in the damage recieved. Without any change at all, it can make for a good rage game.
I definitly have a bit of an opinion of this game, you basically have to figure out how to even start the game with the controls being all over the place, next time you can put the controls in more reasonable places, such as WASD as movement, E as shuffle right piece, Q as shuffle left piece, etc..
Actually beating the game was actually fun besides figuring out that the numbers were where the piece acutally was, running away from the enemies while putting the pieces down in a chaotic manner, seeing the puzzle come together is satisfying besides the fact that it abrubptly cuts off as the puzzle is complete.
The graphics were interesting to say the least, the environment and other objects didnt feel like they can go together. The lack of sounds can be easily forgettible since you are paying attention at the enemies.
Overall, its a good game but it has alot of room to improve
I wasnt expecting the Back button to be a big problem, I guess its on me, just as the hard levels XD, the levels took me roughly an hour to create, right after the creation of the levels, I had 2 hours for the Jam left so I spent it on the Volume Bar and Audio Manager (took me longer than needed) and then just when I thought I was ready to upload, I found the UI not properly scaling the way I wanted (because it wouldnt be good to play with all UI in the middle of the screen) so I spent the final 15 minutes panicking over this (first time setting UI scaling and wasnt scaling the way I wanted). I guess I should have made the back button more obvious when fixing the UI seeing that more than one person ended up clicking it.
Its really funny that you say the music was good when I consider Audio my weakest link in Game Development. I created the levels within the 3rd to last hour of the Jam, and when I playtested it, I would just make 9 shots and if there was around 2 bells for the last shot, I would consider the level possible. Saving level position is something I should do for future games, for the least a save feature. The Easter eggs on the menu screen is something Im always doing, its my way of introducing what you are getting into and lastly, I unintentionally/intentionally leave bugs in my game, either because Im pressed for time or I think they make for incredible plays, in this case I left getting multiple balls in, just because I thought nobody would find it, I was proven wrong XD.
Thanks for the comment and criticism Danidre.
I have to say I kinda like the idea of zipping around on a hoverboard in the 2090s (lol), altough I feel like the regular shaped houses dont fit with the time the game is supposedly set in. The controls are simple and the goal is even simpler, (throw rocks(or stones(or pebbles))) at christmas bells.






