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JRevel

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A member registered Feb 12, 2020 · View creator page →

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I got 6190!

That's really cool to optimize trajectories when the difficulty starts to increase! The gameplay is pretty simple but I love the physics, it's really well balanced to be both easy to control and hard to optimize, I just wish there was a few more mechanics to spice things up in later levels.

No GMTK entry this year? I found this game because I was looking if you had one

Oh I forgot to mention the minimap! I did see it but I kept getting lost trying to follow it, maybe because of the verticality of the map. I works well to show where the points are, but not the path to get to them, most of the time I got to points from the wrong side and got stuck by a wall or a ledge. Maybe it would need to be more schematic to show more gameplay info? But it would need a lot of playtest to know what to show and the best way to show it, so I understand why it is that way

Well done, that's simple yet really fun, and I really like the concept! I really struggled at the last level but I managed to beat it in the end \o/

Oh and cool art, I clicked on the thumbnail mostly because of the cute cow :3

Pretty interesting mechanic, with puzzles I had never seen before, but it's really hard! I am stuck at the level where I have to take 3 timers at the right time to pass through spiked ceiling and floor. I know what I have to do, but it's really hard to find the right timing.

I really like how you used the theme, getting higher and higher is really satisfying !

I got to 80 meters but at some point runs became pretty long, and with the hooks becoming compulsory to progress after some point, I kept running out of hooks way before the timer ended, so I had to wait for a long time before being able to jump. I wish there was a way to jump without having to wait until the countdown reaches zero.

The game is overall really fun, well done!

Really cool setting for a simple but pretty effective game ! As other said it's really hard, as the opponent does not miss often and some minigames are a bit long to solve. But to be precise, I don't actually mind the difficulty, it's a cool challenge but I wish the games were a bit shorter. 60 seconds times two players is a bit long for a run, especially as the transitions between minigames take quite some time. I stopped after my second playthrough, but I think I would have tried it way more times with timers of 20 or 30 seconds.

The graphics are really cool, but the amount of detail made me think there were interactible things, especially the lock that is placed in evidence at the center of the screen. I thought there were a things to find to open it, so I tried to click everywhere to find it, with no luck... I know it would be a bit too much stuff to do for a jam, but adding interactible elements would be peak for that kind of game

Great job, the art and gameplay sell really well the sense of pressure and stress.

Cool game made by... an army, apparently ? I have no idea how you managed to work with so many people, that's insane!
The concept is pretty cool, I liked it pretty much overall, i'll focus on the things I think could be improved but nothing prevented me to enjoy the game.
I like the idea of having to use the resource you need to deliver to navigate the level, but I think the control scheme could be simplified. Scrolling to select pizza parts seems unnecessary, why not just double tapping jump to jump higher (or double jump), and pressing shift to dash, with the pizza parts consuming automatically?

I found the level design a bit hard to read, maybe too open and without a clear view of objectives. Some visual queues to indicate where important things are would help. I kept trying to find pizza machines  and delivery targets only to discover I was not at the right height to get them. It is mostly a question of learning the map, but I found it hard on this game. Maybe it is mostly because there is nowhere you can go to see the whole map layout and plan your route? Idk I'm not good at level design myself XD

Cool art, the game lacks some feedbacks to really understand what's happening. I did not really have a clue on what I could do to perform better, as loot seems random and there is not enough time to get a lot of resource before the end of the countdown. With a bit more info on what each minion can loot, how the different recipes score and why a game is lost it could be pretty enjoyable.

Amazing idea, that's the best interpretation of the theme i've seen so far ! 

The platforming works well but as some people mentioned, is a bit rough on the edges. My games had the exact same problems until I watched that video and implemented the features it describes : Ultimate 2D Platformer Controller in Unity (source code provided)
It's the most counterintuitive ones that have the best effect in terms of game feel, I highly suggest to try and implement them as it improves drastically platforming physics

Oh sorry, I am trying to upload an updated demo but it had a bug, I'll try to update it as soon as possible !

Thanks for the feedback! 
The direction we're taking currently is mostly about the interactions between spells, what we have currently is the disco ball that can burst into flames and explode, which incentivises the player to use them together. I want to add as many interactions as possible that favor placement : for the speakers, i'd like them to stay for one loop after landing, with the possibility of being pushed by other spells, turning them into deadly projectiles. It could also cast a sound wave if some electricity passes through it, deflect lasers, etc... Imagine what could happen when firing a laser on a disco ball!

We had a merge mechanic in mind that would allow to level up two similar cassettes by merging them, and create fusions of two spells (that usually just throw the two spells at once, but some combinaisons could turn into new spells). We cut the feature due to lack of time but it might add depth to the spell system.

And I agree, the game would definitely need a meta upgrade system in a form or another, wether it's unlocks, permanent upgrades or both.

I don't know how to do it yet but I agree having more gameplay bound to the rhythm would be great! But I don't want to turn it into a rhythm game, I like the fact that the player doesn't need to do his input in rhythm

I keep doing some runs but I don't manage to beat my best score ;(
It's feedback time!
- Super fun (I don't usually come back to game jam games), 
- A bit frustrating at times, especially because it's hard to understand exactly where your cart is, as the cart is always displayed half a cell behind the cursor, I kept mistaking it with the cursor... There should be a better highlight to the current cell or the cart should be directly displayed on the cell, even if it's not realistic.
- I think it's a bit unfair to kill the player at the first input mistake, it might be interesting to  just prevent him to move, and kill him only if he gets in a position where he has no move available left
- Those two points make it extremely risky to upgrade multiple times the same miner, I ended up just circling once around miners, and that's how I got my best score as it yields miners lvl2 that hit 4 times the gold. I tried other techniques after that, and I kept dying early for my input mistakes.
- escape stops the game, I lost my score multiple times trying to pause ;(

Interesting game, I just think the games are too short for the cards to come back, so the "remember your cards" is actually not really useful and the game is quite random.

However it's only a balancing problem, the concept is cool and the game is pretty polished, well done !

Really cool game! I'm a sucker for arcade experiences like these and the art style is pretty cool too, well done!

I see you used Feel for this game, I tried it for this jam and it's such a big game changer! Now I use squash&stretch springs EVERYWHERE

Melee combat is really hard to do and you did it well, that makes the game really satisfying to play! It great to have so many weapons to use, it's too bad I couldn't upgrade them all, I would have loved to play more with the javelin but it became quickly useless.

The boss fell in two hits with max fist upgrade, is it normal ? It felt a bit too quick :3

Well done, that's a pretty fun game!

This concept is so interesting, but I think it lacks something currently. I felt like the only thing useful was the bouncing platforms, as everything dies after one loop and there is no jump (but maybe I misunderstood something). So basically I finished the game just by putting jumping platforms everywhere.

The concept is really interesting though, I had a similar concept once for a shootemup where you shoot on the beat, and my gmtk entry is an expansion on this concept but with a brotato-like gameplay. But I never thought about doing it for a platform game, that is really creative.  And I think there is a lot that can be done to make it really fun.

The loop detection sometimes doesn't work, which is a bit frustrating, but I like the concept a lot and the concept you talk about in the description looks incredible, I'd be glad to see what it becomes

Cool art btw !

It took me time to understant the objectives at the bottom, but once I figured it out it was quite an interesting concept. Well done, too bad you ran out of time !

Wow that's unique! Both creepy and intriguing, too short but amazing! I got creeped and laughted at the same time, that was a truly unique experience

Hard but badass! I have seen a lot of games about looping around enemies to destroy them, I never thought of doing it with a car!

Great graphics, great physics, maybe the level design could be improved, especially the difficulty curve, but the game is really enjoyable as-is. Well done!

Interesting game, I don't think it exactly fits the survivors-like genre, but it's not a problem at all.

It's really interesting to use orbiting asteroids as weapons! In practice it was a bit hard to aim, but that must just be a skill problem ^^'

It took me some time to adapt to the controls, I played with the mouse and it felt like rmb/lmb inputs should be swapped, having the utility on the left button and the attack on the right button did not feel confortable for me.

It took me some time to discover that there was an input to press to open the shop. It would be good to have it highlighted to make it more obvious, maybe after catching the first asteroid?

I listed only the negative points, but the game is overall pretty enjoyable, well done!

I was a little sick with the zoom/dezoom of the camera, but still had a lot of fun. Very good game. Nice and catchy music. I liked the colours / artwork, maybe the contrast could be higher between the boulder and the landscape, sometimes I had trouble to find it.

The physics is extremely wacky, especially with the birds, but that's more funny than annoying.

Dans le modèle d'agriculture productiviste qui aliène nos braves agriculteurs, il est louable d'avoir un jeu qui remet enfin à sa juste valeur, et dans leur dignité suprême, leur métier. Je n'avais jamais trait de vache et j'ai appris des choses. Serious game indispensable en école d'agronomie.

Very good game, that values the brave job of rural labor. Highly educational game. 10/10 would recommend.

Oh yeah if you're in godot that might not work the same
I'm using this :
 

It has the benefit of sending to a page with only the game, and the default template in Unity contains a fullscreen button so it works pretty well.

Hmm I can't play the game, it's opening in a very small window with no button to put it fullscreen. here is what it looks like :

I think the setup of the itch.io page can help, I can give you the setup I use for my games if you want, it works pretty well for most games and editing the page is not restricted during the rating period, you just can't upload new builds.

How do I manage to get so far in this game, while I keep forgetting stuff at the shop irl?

(I suspect my husband to be alcoholic, he kept adding it to the shopping list over and over)

Really cool game, I love the use of physics in the shop and the art style is really funny. Well done!

EZ !
Cool game, but I think I got OP a bit too fast, it took me 10 seconds to do the level when had 1 minute to do it...
Invincible dash + superjump allow to cut most of the level
 

Pretty interesting puzzle mechanics with pretty good level design, I'm amazed that you managed to put so many levels in the game! Some of them felt a bit too similar though, especially the ones just before the teleporting mechanic.

I found the teleport a bit wacky, it's hard to understand which cells are counted when passing through a wormhole, for some reason the target cell is not counted, which is a bit counterintuitive. It works well once the rule is understood though.

Très fun ! Les contrôles répondent très bien, les graphismes sont cool, j'aime beaucoup les visuels de la zone sans gravité, avec les petites particules à l'intérieur.

Le concept est assez classique mais l'exécution est parfaite, super boulot ;)

haha I beat you !

Le concept est très cool, et c'est très a la mode de mettre des mécaniques de rogues dans un type de jeu qui a rien à voir (y a même des scrabbles roguelite de nos jours, c'est dire)
Je pense qu'il y a un truc principal qui m'a posé problème dans le gameplay, c'est que la caméra est trop zoomée pour qu'on puisse vraiment contrôler ce qu'on fait, on voit les virages et les powerups beaucoup trop tard pour pouvoir ajuster sa trajectoire correctement. Je pense que la reculer un peu permettrait d'ajouter des éléments supplémentaires comme des obstacles qui apparaissent au fur et à mesure des tours pour mettre de la difficulté, et pour obliger le joueur à adapter sa trajectoire, c'est le petit truc qui manque je trouve pour pimenter un peu les parties.

Sinon le feeling de la conduite est très cool et très arcade, j'ai continué à faire quelques parties juste parce que la conduite est vraiment agréable. C'est vraiment fun de faire des demi-tour hyper rapides après avoir pris un mur quand on a pris plein d'upgrades d'accélération !

Les collisions contre les murs stoppent la voiture net, c'est un peu dommage, ça serait tellement drôle que ça nous fasse rebondir et voltiger dans tous les sens !

Oops thank you for pointing it out!
It looks like it happens when clicking on a slot before advancing in the dialogue. It should not prevent you from playing, just click the "continue" button before interacting with the slots at the bottom.

Oh you're absolutely right for the grenades, I added the freeze to make the impact stronger but it does not work when you throw them far away. I should use it only for rocket jumps. Thanks for the feedback !

Merci pour ce commentaire, je suis ravi de voir que la plupart des petits détails disséminés dans le scénario ont fait mouche !

Sur les questions de manque de tact, de suivi sur la dangerosité des route et du suivi des victime, le constat est le même partout : rien ou presque n'est fait, les élus et les policiers ne sont pas formés aux questions routières et la volonté politique n'est pas là pour faire changer les choses.

Sur le premier jet du scénario, nous avions aussi l'impression d'avoir forcé le trait sur la police. Mais les militants de l'association de la Ligue contre la violence routière, qui accompagnaient l'événement, nous ont fait parvenir un PV de police complet d'une affaire, et ont pu nous mettre en relation avec une personne ayant perdu un proche dans un accident, et a bien voulu témoigner. Ces situations réelles sont infiniment plus choquantes et caricaturales que ce qu'on raconte dans le jeu. Et le manque de tact de la police, si ce n'est l'incompétence parfois, revenait assez systématiquement dans les problèmes rencontrés.

Ce qui m'a le plus attristé est le constat que le sujet n'a pas avancé depuis le début des années 2000, faute de volonté politique, et que les militants ont très peu de moyens d'action, ils viennent en aide aux victimes et familles de victimes avec peu d'espoir que la situation n'évolue à moyen terme. La principale mesure qu'ils portaient politiquement est l'ajout dans le droit de l'homicide routier (tuer quelqu'un au volant est considéré comme un homicide involontaire actuellement). La mesure est en cours d'évaluation mais, si j'ai bien compris, elle a déjà été vidée de sa substance (pas de peine plancher notamment). C'est d'ores et déjà une grosse déception pour l'association.

Pour plus d'info, le plus simple est d'entrer en contact avec la ligue : https://www.violenceroutiere.fr/

Merci d'avoir joué et d'avoir pris le temps de laisser un commentaire !

That's interesting to see a rhythm game in this jam, and this one is quite beautiful ! It's too bad there is no ending, but making a full game in a week is hard... What's there is pretty polished, and it makes me want to see more !

Gameplay wise, I don't think having notes coming from all directions is a great idea, as it makes it hard to see in which order they appeared. It made things a bit harder than necessary in my opinion.

Really fun concept, the movement is quite original and I think it could be expanded into something really cool !

But I think it is a bit too hard at the moment, especially at the start when you try to understand the controls, as any jump can lead you to death. I kept thinking the double jump would send me in the other direction, having a visual indication could maybe help for that. Maybe having a health system would solve it simply, as it would allow for error without having to restart the game every time.
However it got pretty pleasant once I got the hang of the controls. Well done :)

Wow the rain is really well made, with the particles, thunder and all ! And it got actually scary when I discovered that I was not only followed by the cloud, there was also a flood in the underground :
The game is quite enjoyable, but a bit too hard I think, the projectiles going through walls can be really punishing when the player is in a narrow corridor, and it's often way too hard to escape the flood. But I really like the concept, and aside from the difficulty, the execution is flawless. Well done !