Love this little game. Art is great.
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ha, I just had the idea for power-ups from your first comment about making the ball bigger and such. Maybe power ups that make ball/player/goal bigger/small, also movement faster/slower and so on and such. This is why I love starting with super simple ideas and sharing!
Thanks for the comment and good ideas! Yes, it isn't the easiest. I am trying to decide what to do next, some ideas I'm deciding between are:
-adding AI to play against computer
-change to dribbling ball (collision to obtain ball and press button to kick)
-figuring out online multiplayer (big task but good learning opportunity while project still small
... hmmm, I thought I had some other ideas...but haven't decided which to work on first...
Hey, I know this is old but just tried the demo. I really like the idea of the game but is a bit hard—hard to figure out what items should be prioritized and what to build and died pretty much every night. Know it was a game jam but think it could be a great game if the difficulty ramped up a bit more slowly and some buildings explained.
I've made some small games inspired from classic arcade games and people complained about some of the elements of nostalgia I added...but I kept them in! So I totally get the staying true to the original.
I usually don't mind reading, but tried to read these twice and never made it through, lol.
If you did want to incorporate them into the game you could do something like the following with the prompts for each level:
Level 1: Find the key to progress
Level 2: Avoid the yellow mummy (while finding the key of course)
Level 3: Unearth treasure along with the key
Level 4: Beware of unearthing the blue mummy!
etc etc, in whatever order most logical for you, but that way they learn a new mechanic every level. Just an idea though!
Best of luck!
—Lou Bagel, Bagel Industries Inc.
Nice little game. The having the A/B prompts when the buttons are really K/L is a bit confusing to start and ended up destroying a few items figuring things out. Also, one time didn't get a sword for a while and another got a ton and didn't know if there is any purpose of collecting more than one.
Friendly advice here: The instructions are way too long. A large amount of players won't even click on instructions before playing.
Best to try and incorporate instructions into the game play if possible.
Also, once you unearth the blue guy it seems impossible to shake him off your tail. Some element of game play that allows you to lose him would be good.
Game ramps up in difficulty pretty quickly. Love the art but is hard to tell if certain things are decoration or actually do something. If difficulty increased a bit more gradually would allow player some leeway to explore and test things out.
Got a score of 1480. Was going to comment that it could use a score or wave number to kind of track how well you did. Then I died and saw it.
Love the tetris kind of mechanic on building your base. Really cool.
Hey Barmizzle, thanks for the comments!
I think Pixel Shorts replied to you on the LD site but I think you clicked on the tutorial mode that 2nd time. You can't die there, it is more of just practice mode as almost same as regular (Explanation on that). The way to get out of tutorial mode is to use a portal, which is an important mechanic but may be hard to discover on one's own (we wanted to guide the player towards that better but ran out of time).
We didn't add Scowsh, our music and sfx team mate, to the project until the last day. So he only had hours to work with. He does a great job and could have done more if he wasn't doing a different game jam on Saturday and Sunday!
This game is difficult (I can't kill the egg guys without trapping myself) and a bit tedious to travel—but I this is definitely the bets LD42 game I've played so far, and best of any game I've played recently! Love the vibe, kind of gives me that weird Earthbound vibe.
Yeah I hear you. I struggled with that because I wanted the camera stationary and it to be a square to fit into my arcade (https://www.loubagel.com/arcade/). My other game is 360x360 so at least gets larger full screen. I'm considering making a 16:9 version for computer and for mobile, may be fun to create some more levels.
Definitely shouldn't have an attack option available until you move then. I gave up the first attempt then saw this and went back. Got some tanks moving and attacking but then it started giving me moving options that didn't make any sense. Tough game to get right for a game jam.
At first I was going to say it was really frustrating that there are a lot of situations where you couldn't get the first hit on the enemy. Then I started over and realized I missed the shift button to turn, but it was also not working on Chrome so went to Firefox. Then I got through the game!
Enjoyed the strategy of the mechanic! One tip is that I didn't notice all the instructions at the beginning. My fault, but still, it made a huge difference when I started over and saw all of that, and I'm sure I won't be the last. If you are able to teach the player as they play it can make sure everyone doesn't miss out on something critical. But game jam so can't be too picky.
Enjoyed it, thanks!
Dave is a Pac Man style arcade game with my take on it.
Collect all the coffee beans and get to the coffee maker without getting stopped by Chatty Cathy (who will talk your ear off).
Game play gif:
If you have ever needed to avoid talkative co-workers then this is the game for you!
Enjoyed the dialogue, made me chuckle :)
A couple of quick things:
- Text was really slow, dragged the speed of the game way down
- Watch out for colors on foreground vs background. Brown enemy with brown background usually isn't good. But wasn't too bad here.
...I'm glad you could still duck while text was playing...gave me something to do, ha
I really enjoyed the gameplay mechanic and the puzzles to solve with it. Very creative!
The boss was a little rough! As in figuring out what to do and having to beat the level before it again each time. But in the end it was fulfilling to finally beat him and enjoyed just 'hangin out' off the ledge to figure out the timing, ha!
The mechanic took a bit to figure out though. Just not sure if when releasing I should be holding the opposite direction, let go right before, or let go and start moving forward. So found it a bit un-intuitive at first but once I got it down I really enjoyed it!