Really good game. Quite a challenge, but very playable. Well done!
kodikos
Creator of
Recent community posts
Wow.. I'm amazed at how much you achieved as a solo dev! Great polished look and feel. Bugs, sure, but they were understandable for a jam and easily fixable. I think all the different game styles were great to mix things up, but they maybe could do with having more reason behind them. My biggest gripes were the platforms seemed overly tricky for some reason, and I couldn't get why I'd only super spring jump at certain times, maybe a hitbox issue?
I think you were very bold to do a hardware upgrade in the middle of a jam, but this whole game exudes boldness, so I'll guess it's your modus operandi! Post-mortem is a great idea, I'll try to do my own. I always do a retro of them anyway, otherwise you can't improve. Hope you score well!
Thanks for the feedback. Yes, a relative said the same about the graves. They'd played an earlier cut that didn't have all the extra crosses and things when it was a lot clearer and noticed a big difference in understanding, and difficulty. I think it's just a case of working out what's the best way to highlight it to users - quick tutorial, lighting effects, arrows, etc. I'm thinking I'm going to use the obstacles as one way to add to the difficulty level.
I like breakout and this is implemented well, great colours, nice camera shake and the rare evil ball. But I agree with Kauyon_Kais that the real physics forces on the paddle are problematic, and why I couldn't even complete one level because I could never get the paddle in position, even on really easy rebounds. Quicker acceleration and more friction, I think. And as Andriks advised, use a smaller in-situ screen and let users maximize if necessary, can help people still play it if they're having performance problems with a large size. Assuming a 16:9 ratio, I use 960x540 or 960x660 depending on whether I want to leave the fullscreen button available.
Sorry, I struggled a bit with this one, I couldn't find the shovel at all. But did find the maze, which was quite well designed. Maybe you need some better cues for the player, like north and east don't mean much without some signage. On the technical side, using Chrome I couldn't fullscreen it because the framerate dropped dramatically.
This is a super game. I reached level 3 or 4 after a few goes, didn't realise about the sliding at first, thought it would be to dodge the bats only. The story and music are great and well thought out, using the music to tell the story as you play. I trust you will score high on those, well deserved!
Great game! These survivor things aren't really my bag, but this is a nice version. I like that the skeletons dodge when they're hit, so you have to adjust your aim rather than just sit aiming at the same spot when there's a wave of them. It's also pretty tough, I couldn't even manage one upgrade! But as I say, not quite my thing. And bang on theme, all the elements in, so well done! Also, autofire is essential for these games, glad you got that a11y feature in.
Hey, thanks for popping by. Yeah, in jams, expect anything! The game slow down at the end was intentional.. I think it was a trick they did in Pirates! at the end the ballroom games, to fit with the music but also wind you down after the intensity of the game (ballroom dancing intense? Lol!). Guidance of some kind would be good, I can see how it's not obvious what you have to do.
It's alright, makings of a good driving stunt jump game. The song is excellent, by far the best indicator of what it's about - it screams speed and stunts! I think the biggest problem was lighting, very difficult to see anything. Though I'm not a dark mode person!
Life happens to all of us. There's no pressure to submit, keep practicing and you'll get there. Make sure you're having fun!
Hi.. thanks for the comment. It's quite the catch 22 explaining a game well in the time you have. I wasn't going for anything megacomplex, though, just how many can you score in the time you're given. I didn't think "kickabout" and "dribbling" would translate very well in all regions. In the UK it's about football.
Yeah.. I think the suspension needs looking at, ectoplasm must be leaking! I used Unity's wheel rigs in a previous game, and they are a lot more flexible. I think this has a cylinder collider underneath it so it's a glorified brick and I had to flatten all the land out to get it to work. But I liked how you have to line up to get the best run at the pumpkin, might help kids with angles or something educational like that! Thanks for playing!
Fullscreen the frame rate gets pretty dire, so it was better running small. And the laser seems to have a mind of its own, firing off all over the place which is why I couldn't seem to hit enough skeletons to make the next stage. I think the lighting was good, so if that was your learning, that's effort well spent - even if webgl got in the way of the final result!
I like this a lot. Alas, there's a few glitches with the web build, audio starts breaking up when you're moving about, and the R key seems to take a few presses to reset then the controls stop working. Might try again another day with the win build. Takes me back to the days of the Spectrum.. it almost looks like Horace!
Well done, there's a lot going on in this, and you definitely captured the spirit of the cover! You did ask for feedback:
- I got the same issue as others, the direction you're facing would be deflected, particularly around room edges or the large silver containers
- I kept dropping into the edges of the rooms. Whilst asthetically nice, I'd leave the colliders flat so they don't distract from gameplay
- I had the open hatch prompt appear a bit randomly, I think when I was near other objects like the medikit or a dropped power cell
- could only turn left or right a certain distance at times. It was really noticeable when I started and was in the lift, but when I left it it seemed to get better. Feels like it's the mouse tracking against the desktop position and reaching the edges so it's no longer reporting any change of position, so maybe it's that you should be using a relative measure for tracking?
- Some textures on walls/floors might be nice. It gets a bit surreal and floaty in the corridors and bigger rooms
Beyond the jam, you should consider helping the user a bit, like showing that you're doing damage to the guards, or being hurt yourself. Some indicators of direction might also help, as with it being a roguelike and limited bullets, it's hard to search a large level. As a result I stopped at level 2 because it became very daunting, though maybe that's what you go for with a roguelike. Sound would also be a strong addition, I don't know whether you're meant to be creeping about stealthily or going guns blazing, and particularly difficult is when the guards creep up on you, and the first you know of it is from their stormtrooper aimed blasting on a wall in front of you!
Seems fun. Maybe I was doing okay, but I wasn't sure. Hard to know what made things a success. I think you should change the sound when you drag over something to be a small click rather than that "wang!" noise, because kept thinking I was doing something wrong! I like bejewelled blitz, so a timer would be my thing, but I know candy crush doesn't have one.
Yeah.. it is odd. The staples do have continuous interpolation set on them, and I had made the moth colliders thicker. I was also chasing a bug where if you replay in the same session it left the pool items in an inconsistent state, creating "zombie moths", impervious to stationery! Could be the return of that bug... and, that could even be the sequel! On the win version it's easier to see if you're over or undershooting, could be that.
Nice game, I liked the hex and low poly asthetics. I got to lvl 5, but my catapult didn't seem to fire. I suspect it's because I didn't have enough people, but it was hard associating what resources you have and when they would return. So I think a little more feedback to the user would go a long way.








