Noted and agreed. Will be fixed in the next version.
Manatea
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Looks fantastic, and has the atmosphere down to a T. Also just the right length for a jam entry. I think you can get away with not having the protagonist spell out the twist so directly, the note and the ending communicate the point pretty well already if you let them steep in it a little longer at the end there.
Great entry!
Very nice concept, I also liked the idea having the mom trying to clean up the mess you caused in earlier runs. Also playing the little mini games while all hell breaks loose around you was pretty funny. Having a few more physics interactions would have spiced things up especially in later runs, but alas, that probably would have broken the timeline
It has a bit of a slow start, but the ending is really well done. Personally, I feel like the two mechanics, accelerating with A and D, and collecting meat to be a bit at odds with each other. I like the accelerating, so I could see a version where you have to keep going fast to survive - after all, the hunger never ends, right?
Very atmospheric. The sound design of the bugs is really effective. Quite a few entries this year had some sort of “you play along your ghost data” type mechanic, but this one is my favourite of these thus far.
One thing i might add is a faint trail of where each of the soldiers will go. With the 3 soldiers, i kept forgetting where each one will go this time (especially if you’ve overridden the data a couple times). I think it’d also play nicely with your possession mechanic if you get to pre-inspect the level a bit with the “bodyless soul”.
A cheeky twist on snake :p Just the right length for a jam title. Dance fever is also a fun mechanic, though just a tad to fast with the tight corners in the last level. If you keep working on the game, I’d love to see a Where’s Waldo component to it, where you have to recruit specific people. Just a thought.
We try to aim for a little less than 5 minutes of gameplay to make sure everyone makes it to one full play-through.
Running the game with some friends of varying "gamer ranks" a day before deadline helps a ton to get a feel for what is unclear and whether people will finish the playthrough in time. (On that note, I appreciate that your game provided in-game tutorials that present one piece of info at a time)
There is an insane amount of content here - almost a little too much for a jam experience, where people look through hundreds of games. Perhaps shortening the cycle to just "worm>frog>bird" and focussing more on the mechanics of each one would improve the overall experience by making a playthrough feel a bit more rounded - pun intended. What's here looks solid, if a little bare bones.
I do enjoy the visuals and the fact there is variety in styles. Especially the worm level looks sleek with the tunnels cutting through the level.
We looked into this a bit more and it looks like this might be an issue with integrated graphics card (which are very common in Laptops).
If you're playing on a Laptop, try looking for a "GPU Switch/Hybrid Mode" setting in your System Options (in our case it was MSI Center) and set the graphics mode to "Discrete". This will force the laptop to use the main GPU.