Hey thanks for playing, I'm glad you enjoyed! Not sure if / when I'll develop this further, got other things in the pipeline at the minute.
JARcraft
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Add a few more levels & complementary mechanics and you would have no idea this was built in 48 hours. The game is perfectly polished, looks great and sounds snappy.
The game is perfectly clear and the difficulty curve is well tuned making it super easy to pick up and just keep playing. I also like that there are clear moments of puzzle solving, where you must speed up a river early to anticipate a frog much later and more chaotic, reactionary moments.
All of this makes for a great submission!
A fun concept, made very well. I love how simple it is to pick up and start playing, no tutorial required, and how you can use the momentum of your mouse to control the power of the bounce.
And then having to juggle your character and block arrows is a strong evolution of the idea and leads to several frantic scenarios!
The graphics are great too and that slowdown is a handy feature for accessibility.
Really cool game!
Don't be deceived by the humble graphics, this game actually has a really cool concept behind it.
The idea of controlling your bullet(s) has been explored several times in this jam but I especially like this take for the simple reason that to move you must control your bullets into yourself. This suddenly creates an interesting decision to be made with every shot. Combine this with being able to redirect each projectile several times and I think it makes for an excellent basis for a game.
Oh and the music fits perfectly to, really enjoyed this game!
A super polished, great looking and hyper well-made game!
The idea seems simple at first as you just switch between dodging and shooting. But then the game says "oh no", adds the extra zone, and reveals how it is so much more!
Your eyes start suddenly darting up and down the screen dodging and shooting and all while deciding whether to kill whatever is above of you for some health, or risk it to move down again. And it is the fact that enemies can also grab powerups that makes this such an interesting decision.
I also love how moving down-screen adds a huge load of dynamic difficulty, as you are closer to destroying you enemy but have far less time to react to their projectiles. At every turn the thing you need to do to progress causes another problem for you to try to survive.
Top marks from me!
Just excellent. Looks great, sounds awesome and is polished to the highest degree!
The feeling you get when nailing the beat all while switching between stopping and rotating is just awesome, not just because of the music but because of the satisfying audio and visual feedback the game gives.
At the same time the game does a really good job at tempting you to move faster as the customers pile up all yelling for food - the literal fire you added to the sprites is just brilliant!
So when you overcome this and begin to understand when the food spawns and how long you have before each customer leaves, it feels absolutely awesome!
Just super well done, I will continue to play this after the jam!
Looks and sounds great, the tiny particle that plays when the ball moves is a nice detail which catches your eye so you see where to go next!
You smartly understood that the game is simple enough to where you can hit play, read the instructions and immediately know what to do and so didn't force a menu screen or separate tutorial.
The lives system is a nice touch especially when you are trying to beat the timer with only one life left, I only wish the player would slide across walls rather than stick to them. I also see that the player can clip through walls if you move the board fast enough though that did end up being pretty fun in emergency situations XD
Overall a well done submission!
This is a great game! Well designed so that simple mechanics can result in complex behaviours creating some genuinely great puzzles. The concept is fun and pretty meta too and the art is just great!
I agree that the signs should persist after death. The only other thing I can think of is perhaps making it more clear how the screens connect in each level - one solution may be to replace the camera icon with NESW style arrows. Though this is a very minor complaint as great effort has clearly been put into making this clear in the level its-self.
Overall though this is a great game and I enjoyed playing it a lot!
Super cool concept! The UI is super clean and readable, the graphics fit the game perfectly and the increase in complexity is well done.
I think perhaps it would be nice to see the whole level at once to avoid having to replay your sets in order to see what is next but this is an awesome concept and I really enjoyed playing it!
This is a really neat game, it looks great, is perfectly understandable and it satisfying to play. I think what pushes it over the line for me are the little additions like the one time use shock and dash ability. Especially with the shock; it adds both a timing challenge and a greater degree of control and strategizing each attack phase.
Simple concept executed upon brilliantly!
Looks super clean and cool and the audio is great too! Controlling the bullet is very satisfying and the chain kill mechanic makes it stand out from the crowd. I think it would be nice if in a post-jam version the enemies were more accurate and the use of cover was further encouraged but overall a really cool game!
The game is great, the graphics are on point and it is highly polished! Everything is clearly communicated and so it is effortless to pick up and start playing.
There is real room for mastery here by understanding how the vehicles will collide with one another and it gets frantic in a hurry too, which is where the game really shines! The only thing I'd like is for some of the cars to be a little easier to click on.
Either way I found myself enjoying this game for a long time, top marks!
A super well made game, hyper polished and sounds great too!
I think the idea to have only one object per room is great, it means you can't just put 3 of each thing near the exit and you'll be rapidly cleaning up the path ahead while trying not to be spotted.
The tips system is super smart too and I love the little touches like not being able to vent while holding an object. The detection meter is also very generous and the clients move quickly between things you have set up, which help to make the game super playable.
I also love how readable the game it, I always understood what my clients wanted and what each interaction did through appropriate icons.
An excellent submission!
Thank you so much, I'm glad you liked it!
As for the implementation I must say its a little sketchy but I eventually settled to having an 'Entity' class attached to each of the objects, which store a two 'EntityBehaviour' objects - one for the original behaviour and one for whatever it has been switched with. So if coins and bombs were switched, all coins would store a 'CoinBehaviour' and a 'BombBehaviour'. Then the coin could decide which of the behaviours to draw from by switching on an 'EntityType' enum. That's how it retains some of its original behaviour while using some of what it is switched with. I hope that makes sense, it hardly did to me when I was writing it so I'm not sure haha!