Great atmosphere and I also like the artstyle. There's nothing much to do, I'd like to have at least a little puzzle or something there but I guess it's a story/atmosphere game not a puzzle game.. anyway, great job for 2 days!
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Animations and graphics are pretty good! It's a pitty you ran out of the time and didn't finish at least one level to the end. But no worries, end of a jam is not necessary end of the game development :)
I've accidentaly found a glitch in the matrix. I didn't read description, so I just ran forward. After a while I just holded arrow up and the game played itself. After about two minutes I ran to a place without walls and agends were spawned somewhere beneath me so I ran out of the excitement and died.. after about 132 seconds. I think I was supposed to fight them.. well.. today was their happy day I guess :)
Awesome graphics guys! It's a shame it's not one of rating categories. Overall great jam entry, fun to play with a lot of of content (for jam game). The car gets a bit slippery very soon and it's hard to control but it's probably on purpose - I guess I shouldn't accelerate nonstop and slow down somtimes :)
Cool! I'm glad someone except me has patience to beat the AI. AI is simple but defeating it needs a little practice, congratz! I've recorded my 5:0 AI defeat (I know how it works + I gained some skills during testing :) Check it out
My strategy is to shot a bullet clockwise near him to deplete his shields and after he's without a shield I shoot multiple bullets counter-clockwise.
Anyway, playing with human is much more fun, try it if you can :).
Thanks! Yeah, sometimes it could be a little hectic :) You don't have to shoot a lot though. It should be possible to win only with a few (or even one) shots. But it's more likely when you play agains a human.
Kickass graphics, great atmosphere, cool voiceovers. It would be such a waste if you won't use it in bigger or another game. Yeah, mechanics could be better but one cannot make everything in a two days. Overall a plesure experience.
Thanks, I'm glad you like it. To be honest I like this simple graphics style, it's very intentional and I'm quit happy with it :)
As for the theme - I thought that use of theme is so obvious it doesn't need explanation. You are trapped in a gravity field of the black hole - you have passed the point of no return and you will be killed or crushed by the blackhole. Anyway thanks for info, I added it to the description (yeah, nobody reads it, I know :D )
Yeah, that's anoying bug.. unfortuantely I had no time to figure it out and fix it :-/ You need to press 'R' for restarting a game, that's only solution at this point. I'm going to fix it but I didn't get to it so far.
first of all I'd like to thank you all for your ratings and comments!
I'm eager to participate in Ludum Dare 41, so I'd like to figure out, what should I do better next time. What was the most important thing that made my game less fun?
My guess is that the game is too frustrating. Because of difficulty? And it was difficult because of... controls? player movement? level design? or lack of checkpoints? Or something completely different?
I'd be happy to hear your feedback! The game I'm talking about: https://jhysek.itch.io/finish-the-damn-game
Thanks a lot!
(btw. I uploaded post-jam version, with checkpoints a little more tuned movement and jumping and a few level design changes to make game less frustrating)
Sorry man! :D I have always problem with balancing difficulty in game jams.. i just put time into making more content or features and it ends like this :) Too bad you didn't make it to the boss though ;)
Hi, I've submitted windows version without data file so it's not working. After adding file it works fine, so I just added a link into a description. But it's confusing, is there a chance to replace corrupted build with the working one after deadline?
Yeah, you are right about the timer. I just needed to add some kind of game ending. There is an explosion animation and after that the Deep Blue is gone. Since picking timer is a precondition to reach the end I added 10s timeout to show the timer was useful for something.. Could be better but I was running out of time and this ending is probably better than no ending.
About enemies - I was actually thinking about add some pawn guards which won't let the pawn pass. And our pawn could jump diagonally over one of them as in chess. It could bring more different puzzle situations.
Thank you for feedback!
I'm glad you like it despite it's not as finished and polished as I wanted.
The "idle" animation was on the todo list. But I thought no one will notice it anyway so it has low priority. As you pointed out there are more important features that remain unfinished.. Even it's a 72 hours jam, I worked on it only from saturday evening to sunday night (including sleeping of course). So I didn't make it. I found interesting the mechanism of promotions which changes movement rules during the game. Therefore I decided to implement this. Unfortunately it was at the expense of other game mechanics.
Anyway I was quite satisfied with what I managed to finish in given time. It was great experience (i was my first game jam) and lot of fun! :)
Thanks for your feedback! To be honest I haven't play chess for a long time and I didn't realize that bishop cannot jump over other figures. Now I see it is confusing. My bad...
Bishop's part is made in hurry. I just wanted to have more than one promotion in the jam version.. maybe the knights part would be enough for the jam entry. And if the bishop wouldn't jump over the wall, without introducing another mechanics like shifter plates you talked about (good idea btw.), this part would be absolutely straightforward.
Anyway, all feedback is really appreciated and I will definitely use it in extended version in the future.
Thanks a lot!
Thank you for helpful feedback! I'm glad you like it :)
You're absolutely right about the turner-things. I was thinking about it during development. Those turner-things make sense only with pawns and I originally intended to give pawn more space.. There should be more puzzles and more mechanics (at least changing position by capturing another pawn). But I found the knight's part more interesting, so because of limited time I decided to show pawn only shortly and give more space to the knight... Too much ideas for game jam :)
I agree that showing allowed moves would be helpful. If I make an extended version some day I would definitely have it in mind.