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Kwigg

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A member registered 22 days ago · View creator page →

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Stunning art style, and a fun idea on building combos makes this a lovely little game. I do need to suggest that if you place all animals on the ark, there should be an option for getting a new set because otherwise it's guaranteed death at the moment!

This game is so daft in the best ways possible. First time around? I ran around grabbing everything and trying to tryhard it. Second time around, I just took my time reading the pop-ups, checking out the goofy models and cackling at the sound effects as their silly legs went crazy. It's very impressive seeing from the thread how this all got pulled together very last minute too. Crackin' job.

Right! I've tried it some more and have some feedback to give!

This is an extremely technically impressive game - a high-speed 6DoF flight controller arena with competent-seeming AI that actually works in 6DoF space. Add in that you made a fully functional gamemode and various weapons/tools that are all different, in two weeks, by yourself? Astounding work.

I do have a couple of points of feedback if you'd be open to it?

  • I think the physgun is too game defining. My matches were a repeating loop of "shoot balloon on chest, fly away with it", or having the AI do that to me where I couldn't catch them. I think for a game that runs at this speed, the ability to grab the objective and carry it away is way too strong - perhaps you should consider more indirect ways of moving it, i.e. making the balloons have a stronger lifting effect, or a means of blasting the box away?
  • There's something off with the balance of the scale and the movement speed. You have to boost everywhere to make any real progress in the colossal map, to get to a comparatively tiny little box, at which point everyone just congregates around the box - the map is huge but the area of interest at any one time is very small. I'm not 100% sure on what to suggest to deal with it, but it leads to the scale feeling a bit empty and extra. This is just my opinion though.

That's quite a good idea - perhaps add a handwritten page of some helpful tricks and example snippets to the back of the docs. I spent a while wondering how much of the puzzle should be in the game and how much of a meta-puzzle there should be in the documentation, i.e. how you need to use JPPD ION to perform an unconditional jump, or how you can use USER UGU to implement switch statements based on the ION value.

Thanks for trying it, I'm glad it wasn't just pure pain!

I'm pleasantly surprised by this - it's a lot more satisfying than I was expecting. It's not quite a replacement for sliding-block puzzles because you can quite easily shift full sections around and that makes it quite easy, but for the purposes of making a PC jigsaw? You build sections, and then put them into position, and it's quite friction-less.

It's the sort of thing I'd happily play on a 5-10 min bus journey on my phone, you should consider a mobile port!

Ah that's a shame, this is my first jam and I haven't really used itch so I wasn't really aware of the HTML distribution method. I can look at uploading a version after the jam if you're still curious about it.

FWIW, a good chunk of the game is in reading the documentation. It's sort of a "RTFM the game" game, so there was always going to be some form of download required - but I get why downloading random exes isn't appealing!

I gave it a quick test, the flight controls are quite hard! There are a few niggling bugs, i.e. the effects volume slider doesn't work, and I haven't figured out how the bots seem to be able to go from an almost stand-still to mach-1 in the blink of an eye. I plan to put a bit more time in before rating to make sure it's not just a git-gud situation!

I really like the way you convey the scale with this - the panning around the giant creature as you equip each slot, the sound effects with their oomph, the dramatic view of the death animation, and the birds-eye view of it all. It's an interesting take on a semi-auto-battler type of game, and the equippables give it a surprising amount of depth.

I'll admit I initially looked at the pictures and didn't expect too much. But then that let me be surprised at how chock-full of personality and fun touches this thing is. (Big fan of the half life/goldeneye sound effects.) And it has multiplayer?? Great job!

Lovely re-imagining of whack-a-mole. It's basic but well-polished - love the touches on the startup screens/main screen/high score screens, and the art style is surprising in that it's simple but has great sharp visual clarity. It does look a bit like you're smashing the poor lil' buggies with the scoop though! 

I think it could use a bit more variety, as it has a tendency to overstay its welcome if using a keyboard - perhaps different bug types to force some live decision-making, i.e. wasps that you definitely want to let drown?

Love the mix of Crazy Taxi + Noah's Ark. It's an ambitious idea, but I think you guys have made a really good core of a game. The TruckBoatThing looks great, it controls well, and the core gameplay loop is solid.

It's quite easy to screw yourself over if you don't learn the positions of the animals - i.e. some are low-lying ones with a pair all the way up the hill. By the time you've picked up the other half, it's game over. A more "gated" map, where you don't get sent on such wild goose chases, would have been welcome.


One annoying issue I found was when driving, there'd be constant short bursts of annoying static Might have just been my system with the web-version of godot though.

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I think you've accidentally uploaded the Linux version twice instead of separate Windows/Linux builds.