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Very cool! I love the aesthetics and the overall idea. Not particularly good at it, but that's on me. Considering how much you have to jump, I'd make the jumping sound a tad more quiet, though if you put music in it, that might not be totally necessary.
Yeah, my goal for my next jam will be to not leave the level design for last. I literally built the levels within the last hour before the submission deadline, and spent too much time on each of them at that. But I really wanted to have something that looked and felt relatively polished, and with all original assets made during the jam, just as a personal challenge.
Thank you so much! I will admit it is a trade off. I would have loved to end up with at least 7 - 10 well crafted levels, but I just couldn't bring myself to compromise the presentation. I generally like my jam submissions to be pretty much a vertical slice of what a final game potentially could look and play like.
Oh okay, that makes sense. It is possible that the reason the dust effect didn't quite work is because everything else was little quiet in the mix. Like, if you had something heftier on the low end of the jump, and the dust be a little more quiet and more on the high end, it would balance it out? I don't know, just spitballing. Also, may I suggest playing around with more of a grinding sound, maybe? Like, two large stones grinding against one another. I don't know if it'll work, but if I was supposed to create a sound effect of a stone character jumping, that'd be my first instinct, so it might be worth a try.
The bass I used for the intro was in a synth pack called Hybrid. https://www.airmusictech.com/product/hybrid-3 It's quite pricy, but I was lucky enough that my MIDI keyboard came with a download code for it. (My midi keyboard didn't even cost as much as this synth pack, hahaha). The funny thing is, the bass sound I used for the intro was actually supposed to have a voice-like quality, you know, a Living on a Prayer, wah-wah type thing, but I found the whole track to be a bit too bassy, so when I removed a bit of the low end in mastering, that voice quality totally disappeared. Except at the end of the loop, where you can hear it quite well. I found that a bit weird. But I'm still happy with how it sounds.
Yeah, I'll probably expand the main loop track to be longer. I wasn't really sure how long my levels were going to be and whether the track would restart or not, and plus, you know, making all the assets during the jam, I didn't have too much time to spend on the music. It took me about an hour to create both tracks, and I didn't want to spend longer than that, so I consciously kept the loops short. And actually, I wasn't really going for anxiety. I was going more for strategy and survival, rather than panic, but yeah, it's interesting, I found that as soon as people realize that they can't shoot their gun willy nilly, the flight instinct kicks in, and they just start running around frantically. I hadn't foreseen that. I do want to build on this game, but at this point, I'm not sure if I want to just roll with the more frantic pacing, or restructure it so that it'd be more intuitive for people to be more tactical about it.
As for the sound effect, yeah, I'm a bit conflicted about that. You're right, most people don't realize that pushing crates drains their stamina, but I really don't want to end up with something that ends up getting annoying because of how often the player hears it. Maybe I'll try for a visual queue first, and see if it's enough.
Thank you so much for your feedback! It's fun to talk music with someone. Like I said, I've only started composing recently, so it's been really fun and challenging getting into it, and it's nice to talk shop with another game composer.
There's definitely a lot of potential for a fun and addicting experience, maybe even multiplayer, where two parties have to infect each other or something. At the moment, it was a little difficult to follow, and I managed to infect way too many ants just by mashing the Infect button over and over for a while. But it's a very cool idea!
I've always been a music geek, and have been singing for almost 20 years, but I've only recently actually started to expand my game developer skill set to include sound design and music production. I find it a lot of fun, and I have to say, I'm quite proud of what I came up with for this jam: https://kovakreative.itch.io/power-source This is the first of my games for which I composed the music.
As for your game, Sean, I really like both tracks. The intro music builds into what I perceive to be a vibe of mystery and adventure really well. Unfortunately, it takes a while to build up, and I don't think most people would stay on the title screen for that long, but I did, and the composition is really good. Do you have a soundcloud page or something where you upload your music?
The music for the main game loop is just delightful. I have a very soft and nostalgic spot for the marimba, which you've used to great effect (that is a marimba, right?) The only problem, and I don't think this is your fault, but a few levels in, the music just stopped. I'm not sure if it just wasn't looped, or if it's a glitch, but yeah, it went silent after a while.
I hope you don't mind a bit of constructive criticism on the sound effects though. I'm not sure if this was a creative decision or not, but they sounded a little crackly, which sounds like a problem with the speakers, rather than, say, static or something of the sort. What was your approach to sound design for this one, may I ask?
The controls were a bit slippery, which gave me some issues when trying to land on a platform, or bumping against the other character, but aside from that, absolutely excellent! Any plans on building on this concept or refining it?
I would say my biggest regret was developing some background props that I didn't end up using (lights and things like that). I like to challenge myself and make all the assets during the jam, to have a theme that fits the mechanic, and I think I've accomplished that. But when something goes unused because I didn't have time to implement it, that's when creating that asset feels like a waste of time, which I could've spent designing an extra level, or refining enemy behavior. But all in all, I'm very happy with how the game turned out.
I love the concept! Movie trivia always resonates with me. I will say, however, that sometimes, it was hard for me to tell whether I got the right floor or the wrong one, since the character quotes are a bit ambiguous, and you can just keep playing. Either an indication of right and wrong, or a score counter would help to clarify that.
This game was quite difficult! I managed to get 10 points, and got quite into it. I think it could really use even some basic sound effects. Before I looked at the score, I was actually uncertain that me throwing the sword did anything. The saw blades were clustered in moving in such a way that I couldn't tell that one of them disappeared, so a sound effect to indicate that you destroyed them, or scored a point would be a useful piece of feedback.
I was a little unclear about what to do at first. I thought I was leading the little guys like Pikmin or something, and I actually had to read a comment to realize that the white dot is the player avatar and not simply a pointer for leading the little guys, lol. But once I got the hang of it, it was pretty fun!
I love the interpretation of the theme. I think having to click the objects is a bit inconvenient, personally, I found it to be a bit cumbersome, but I think this type of game would work really well with a touch screen. I'd definitely play it on my phone.
I'm not really a big fan of endless runner type games, but I have never played one that had any kind of attack mechanics, and I think the shooting adds a lot to the fun. It was quite enjoyable and addicting!
Thank you so much! I really appreciate the feedback. Yeah, the collision issue is a tricky one, because I don't want it to be too easy to dodge enemy bullets and things. I'll have to give some thought on how to best solve this issue.