After you collect all 5 things thats it, there's no explicit ending, we didnt have enough time to make that
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Really enjoyed the mechanic of balancing the ghosts and looking where you re going. I feel like if there was more variety in the types of hazards and obstacles you encounter, this could be a great full sized game.
Very simple but incredibly polished. There's really nothing bad about it i could find whatsoever, great job! Might be a bit more fun if there was more than just one move the people in the crowd can do.
The graphics and animation were amazing and i really enjoyed the mechanic of drawing your path before moving, however, it doesn't seem to be used to its full potential. I'd love to see a more polished up version of the game.
the movement mechanics in this game are incredibly unique and unusual, however i foud their execution to be somewhat subpar and inconsistent at times. The levels were pretty neat and overal your game was interesting!
i guess you can code absolutely anything with it. As of now, it doesnt have any in-built syntaxis(can be added if you really want to) or a compilator, so you can do whatever you want, from writing code in x86 assembly language to writing short stories or whatever you need to do.
This game makes you question your sanity and the reason why you are playing it. Drifting through the ocean without an end. Why are you cathing the fish that are just minding their own buisness? Just to make them suffer? Not even eating them or doing anything with them. Their death have no reason or consequence. This game gives you only one choice - to inflict suffering upon others out of boredom or just walk away, and i would rather choose inaction.
This game is buggy and clearly unfinished. However, it feels very genuine and it clearly shows someone cared about it, I wholeheartedly enjoyed it. I feel like it has some great potential and, if finished and refined, could be an amazing game that i would pay money for.
Hello, the reason why it kept crashing is because this is a Godot project. After looking through the page i realized this wasn't mentioned anywhere. Also, I'm impressed it launched at all!
I will not be porting it to Unity, however, i can explain how the trickiest part(locating the cursor on screen) works if you want to recreate it.
Thanks! It's quite refreshing to see someone actually look into the game :) .
By the way, you actually can get more than 10, its just that your energy starts todecay so that you can stockpile huge ammounts of it.
I'm terribly sorry for the inconvenience, but by the end of the jam the game was broken and not fun at all. That's why I'm removed it and remaking it right now. I think you'll have to give this submission a pass. If I manage to complete the remake before the judging ends I'll try to notify you.
That's a feature that we were going to explain to the players in the later parts of the game. Originally it wasn't intended but after we found out that with this bug and enough skill you were able to wall climb, pogo-jump and perform way more impressive things than without it we decided to keep it.
Yet another reimagining of classic pong. The graphics are simple yet stylish and the gameplay is pretty self explanantory. One thing i'd like to note however, is how meaty the impacts feel. I'm sure quite a bit of time went into perfecting how this game feels.
P.S. The distribution of roles in the credits is pretty ironic.
As someone who values gameplay the most, I'd like to say that this game is brilliant. This is the most fun I've had in a multiplayer game in a while! The mechanics are fun, yet easy to understand. I'd also like to note how much effort went into improving the gamefeel. This game feels like a breath of fresh air, I'm sure it would sell like hotcakes with some proper marketing and a slight change in the visuals.
The controls are pretty solid, the game feels great and the ideas present allow for some great meatboy esque level design where you speed down a level in 1 continuous motion.
However, I've noticed that a lot of such level design potential is wasted. The first level is pretty smart in terms of how it presents the game's ideas. However, the second level is where I quit. The level in an of itself is decent, however, the place where the player is respawned is fucked up in every way. The spike in the beginning defeats all the speed I might've enjoyed and makes trial and error INFURIATING. Please overlook your level design and after a bit of polish this may just turn out to be the next big thing.
P.S. Adequate controller support would add a lot to the experience.
Post any suggestions for future development, things you wish were in the game or the problems you've encountered.
Boomchick is still in the early stage of its development, so we are eager to hear what you want us to improve on.