Fun concept, the bubbles felt a bit unresponsive/hard to control sometimes but I assume that was the intention
JohnyWuijtsNL
Creator of
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things I liked:
- the speedrun goals on each level were a fun extra challenge. I figured out I could press T to restart quickly, maybe it would be a good idea to put this somewhere?
- the laser cannon mechanic was interesting and fun to control
things I didn't like:
- the gear wheel mechanic, it felt a bit janky and I ended up landing on top of the gears more often than not
- the bomb throwing mechanic also felt janky and unpredictable
I like the concept of having a field of vision, and the art of the cutscene at the start looked really nice! It was just a bit too difficult, especially after finding the key and going through the door. The enemies all shooting at once and them breaking your bullets makes it hard to attack them. Maybe just make the player bullets go through enemy bullets?
Cool game, with a nice atmosphere! It took me some time to figure out what to do because the "Press E to collect" text was small and not very visible. It was also very disorienting because it kept rotating me around when entering and leaving shops (I was exiting backwards but then I was facing the outside again and that disoriented me a lot), and all the shops look the same. This made me give up after a while because it was getting frustrating. But maybe that was the intention, I don't know.
Thanks for the feedback! Honestly I only finished combining the minigames into one game like 10 minutes before the deadline. So we had no time to test and balance things. Next time I'll definitely make sure to have something playable finished sooner so more time can be spent on balancing! And a tip for stirring: if you make bigger circles, it stirs faster! Just make sure the spatula is still inside the bowl.
Nice game, it's just a bit too difficult for me. The first phase is too easy (just walk around in a circle and shoot spears) and then the second phase it suddenly gets really hard, I have to run away from the elf while also dodging their bullets. Maybe having a small pause in between their chase and when they shoot the bullets would reduce the jump in difficulty a bit, while in the first phase maybe they should shoot even if they're not as close to you. It would've also been nice if the elf had a health bar so I could see how close I am to defeating them.
Thank you! Yes, that along with WarioWare was our inspiration. Originally we wanted to add a lot more minigames (one for each theme), with a combination of mouse and keyboard controls, and then have a speech bubble appear to show which controls to use. I agree that right now it's unintuitive that the racing game is the odd one out.
Hey, giftee here. I'm so sorry for not playing your game earlier, I didn't get a notification that you send in the game, and just assumed my santa quit.
The game is well made, and the intro cutscene was a cool way to introduce the player. The levels were okay, but they had a lot of blind jumps, where you didn't see where you were going, and that made the game hard in an unfair way, in my opinion.
I know how hard it is to balance the difficulty of a platforming game, and design levels that are not too hard, not too easy, and also fun and interesting, but for the limited amount of time you got, you did a great job! I liked the different game mechanics you put in, and the music set the tone pretty well.
A tip for next time is to keep the levels smaller, so you can see a big part of the level in one screen, and can look at what you need to do beforehand. The game Celeste, for example, usually has small platforming sections, and if the room is bigger, they even provide you with a way to overview it before playing.
It can be easy to look over the fact that a new player won't know what's coming, so try to imagine being that new player, at each point in the level, and make sure there are visual cues to where to go next, in Mario games for example, if there is a blind jump, there is usually a path of coins that guides the player to where they should land.
I hope my feedback helps, good luck on your game dev journey!








