Thank you for your kind comments and thanks for playing
mangorichgamer
Creator of
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Thanks for playing. I agree the steering is a little difficult, you can improve the turn if you buy the turn speed upgrade in the shop, this helps make the turning easier. The initial acceleration is a bit quick though.
I was thinking of creating a force-field type barrier for the edge of town, which keeps you in the town. I never got round to playing with the shaders though.
A great small game, with a polished feel. Graphics, lighting and general look of the game are really good. I liked the intro graphics. Music was very fitting. The UI works well, I like the bounce and twisting in the UI : gave it a lot of juice.
The highscore was icing on the cake, but a great touch to keep me/us playing.
I noticed the cars went around my world ball once, do they have their own smarts to go round the ball? When there is a crashed car in front of them they seem to just line up behind.
As feedback I'd say, it would be nice if the ball was bouncier when hitting houses. When I threw it at a house, the house seemed to absorb the energy rather than bounce the ball back. Perhaps the buildings and the balls bounciness could be something that varies per world/level.
In a future version, it'd be cool to see different vehicles on the road, providing different size targets and giving different scores when hit. Perhaps even a hovering helicopter.
Good effort. Music was a little loud but suited. The win condition seemed buggy as I still had enemies left but won. I like that you managed to make different worlds: ice and sand.
If you continue to work on it, you could have different enemies for sand and ice, also random location for them to spawn in.
Good work. I like how you took a simple concept, bouncing from one planet to another, and ran with it, expanded it and managed to make 10 different levels. Virtually all of which were too difficult for me! The UI was simple, worked well and fitted with the overall design.
As feedback I guess I would say, make it easier! :-) I think a restart button would be useful so I can destroy the rocket and start again quicker. Perhaps have an bought upgrade so we can see the curved path a firing route would take, but only allowed to be used once. You have to play a certain number of levels to afford to buy it again.
An intriguing story, seemingly has a deeper meaning than the average game jam game. Made me have flashbacks of watching Oblivion: doing a task without knowing why, then the story slowly unfolds. Well written. This felt less of a game and more of an interactive movie. It was a nice touch having two endings, Well done for getting it all done in time.
It was a fun game idea. It wasn't on the same level as Galcon, but it couldn't be for a gamejam. All the required pieces are there though, if you ever want to improve upon it.
For feedback I'd say: I too found that the pathing seemed to be a bit flaky at times. It worked well enough I finished 3 levels though.
I just wasn't sure whether I was assigning gnomes to a path or sending them on a new one. My advice, If it's a management game, then making reusable paths is a good way to go. If it's an action game, then making single-use paths makes more sense to me, then you can assign what ever percentage is in that town to go out.
On the third level I attacked the Red's mushroom house at the start, it went to 0 but didn't become mine (blue). Perhaps a bug there.
The music was nice, the graphics worked well for the game, and the enemy was smart enough. So lots of good things.
A fun arcade game with a short loop. I managed to get to 3 min 19s with 95 killed. The music suited and I liked the gfx it worked well.
Lots of areas to expand this game later on: more weapons, zoom out, power-ups, different enemies, allies, etc.
I found I'd hit enemies quite often when moving as I couldn't see them in time, so might be good to zoom out a little when the player is moving.
Great Job - A nice pleasant comfy game, with soft music.
It didn't seem to matter what globe I gave the customers, which was good because I didn't know i had to read the emails at the start. Lots of text to read. Having the tablet with all the info was a great idea. The email system worked well too, I bet that took some time to create! The one thing I think it was lacking was a rewards. At the end of the working day I didn't get anything. It'd be nice to have received a token, counter or money for each globe sold. Maybe a thank you email would've been interesting.
Thanks for playing. GTA2 was exactly the look I was going for :-)
I too found the car handling a bit tricky, there is a turn speed upgrade that helps.
A volume control would've been good. I added the music towards the end of development and the final voices on the last day. I noticed the voices being drowned out an 1hr before the deadline! I rushed to adjust the audio mixer and normalise the voices in Audacity but didn't manage to compile in time to upload.
I actually watched your video and noticed you implement the sound control and thought that was a good idea. This was the last day though. I liked your video series by the way.
Thanks for playing.
That's a good observation, I didn't even notice that. I guess I may have the friction or linear dampening set a little too high. I was thinking of having different cars, speed, drift ability, health. You'd then get to buy different ones as you progressed. Sadly there just wasn't time, so I settled for the upgrade shop instead.





