Love the design of this one! I was always actively chasing down chickens and feeling rushed to throw em where I needed them. I'd love to see more levels or types of chickens and enemies if you choose to continue this!
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Great game design here. I'm surprised yall were able to make so many levels in such a short time! Could definitely see this being expanded upon with more environmental obstacles or aids. Great job guys!
Loved the sound design and the level reset with the higher tempo. The new jump felt weird in a good way and it felt like reimagining the level I just went through making it interesting to move through again!
Wow, love the tension in this game. Probably one of my favorite uses of a companion in a game too. I would love to see this turned into a full game with more puzzles designed around needing to be separate from the drone.
I'd like the player human character to have a couple more uses than walking on slopes and picking up the drone so I could use my human capabilities in tandem with the robot.
I can also see this as a horror game where I need to protect the robot and myself using distractions or AI that act different when around the player or drone. Maybe a little rat creature tries to steal the drone away but you can run up to it as the player and scare it off. Or maybe a larger creature comes at the player and you can use the drone light to scare it off.
That's just ideas if you plan on going forward. This is one of my favorite games from the jam, too bad you couldn't submit in time :(
Amazing work though!
I like the concept of building dungeons. Maybe it'd be cool if you then had to play through the dungeons you built so then you're incentivised to go for chests or place hidden weapon tiles. It is kinda random though so there's no reason not to put a tile anywhere. Maybe a minesweeper mechanic where it tells you how many spaces away something is?
Just thoughts for the future, good job on the jam.
I like the core idea of the game but the events/scenes of the game are so disconnected from one another. After the first scene, I understood the game and I felt like I wasn't doing anything new. If plant the seed of rebellion in the player's mind and allow them to act on it in different ways, the player will feel more engaged. My goal in this game was to do the opposite of what I was told, directly. If I had the option to explore something else, I'd enjoy the game much more.
You kinda proved your own concept wrong. "Only one way, but is there?" yeah kinda. Just that one way is the opposite of the text on the screen. If you want to subvert that, make the game branch based on different interactions. Now that's a lot for a game jam game but just saying, if you go forward with this keep that in consideration.
This game is so sad. I made the earth cry and left her but I won. I like the rotating earth to place buildings on a lot but the card drawin is a little odd. On my first run I drew no cards that could make money and I lost immediately. Maybe have different decks for industry, research and environment!
I'd actually say it's quite a bit different from Geometry Wars. All it really share is genre : Multi-directional Shooter/Twinstick Shooter (at least from my understanding of Geometry Wars). It's a good idea to take a game you know and put a twist on it, and things usually change during development. My original game idea included enemies but I decided to go without it because the game was hard enough as is. I liked your game a lot. You should add some juice after the jam to make it really fun!
You're thinking too much about the core mechanic and not the game as a whole! Your enemies get increasingly more complex and difficult and the color design helps translate difficulty. I didn't get that far in your game cuz I'm really bad at it but I'd like to know some of the specifics of what your enemies do in later levels.
I really love the color progression to show dificulty. It blends really seamlessly as you progress through the game. I kinda wish I could throw the 'bullet' a little bit further and the early difficulty was a little easier so I could feel the enemies ramp up in difficulty a bit more.
Visual and Sound Design are still super important to the overall design of your game! The overall design of your game would be worse if you just clicked on cubes and they disappeared. Feedback to the player is super important. But I feel you, I focused on the visuals too!
With yours I actually wanted to see a bit more unique design in player action and goals. There are a lot of games I played this week revolving around "One Shot" and retrieving it. In your case the axe. My favorite part of your game was the shield enemy because they felt like they were interacting with me in a unique way and challenging how I use the core mechanic of the game. The more items in the world that make you rethink that core mechanic the better. Great game overall though!
I was actually worried about not giving enough visual feedback to the player, but maybe screen shake would have been too much. The maps are actually randomized. I take a grid of numbers and randomly choose the next space for the path to follow until it reaches the other side. This actually leads to the possibility of earlier levels having the chance of being really difficult so I should have made it so that if the map exceeds a certain length it scraps the map and tries again.
Thank you for the feedback! Glad to hear you liked the game so much!
Hey, we all send time rating each other's games but I think it's good to self evaluate a bit.
If I were to rate my own game I'd give it
Design: 3 Stars
Adherence to Theme: 5 Stars
Originality: 3 Stars
When I set out to make my game I didn't really have these in mind. I really just wanted to make a polished and complete game with a strong core mechanic. I'm really proud of my work on this game but after the fact I'm thinking there is so much more I could have done with my idea to evolve my core mechanic.
I'll be rating games if y'all wanna send them in replies here, and here's mine: https://itch.io/jam/gmtk-2019/rate/461338
(Let's not say what we rated each other, just constructive feedback please)
I really liked the Shield enemies. I think they really worked for getting me to rethink how I shoot at my targets.
On my second playthrough, I was able to get through the game without shooting anyone. Maybe a little more specific level design around objective you interact with would help.