Like this one a lot. Very simple concept, you immediately know what to do. Starts methodical, trying to have perfect headshots, then very quickly ramps up to frantic shooting as you get swarmed :D As r.loo mentioned, would also like to see the point of failure.
Maurko
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Was intrigued as soon as I saw the screenshots, looks most polished out of all the submissions. Trades seem too random, so not much strategy there, as others already mentioned. Also, I think the reset is too punishing, if it was -5 points I think I would consider using it :D
Very fun though, played it several times to see how high I can go :)
Pretty fun, actually managed to start the car twice :D
Only thing I would add is to be able to rotate by holding right mouse click or by using the keyboard. There is some friction when you need to move your mouse fully to the sides to rotate, would be much better if you could do it more "streamlined".
It's fun getting tossed around by bombs :D
Like others mentioned, I dodged them at first thinking they will hurt me.
Also, I would increase the spawn rate of coins (even if it would mean the possibility of having multiple coins on screen), since sometimes I would have several seconds of not having anything to do. I would also increase the time they remain on screen since I could almost never get to them on time - even if I was right underneath, the bomb would launch me too high and by the time I fell, the coin would be gone.
But, very fun, picking up coins is always satisfying in my book :D
One of my favorites, probably since the movement is similar to my game :D Immediately understandable, looks very cute, especially present stacking.
Sound was a bit loud for the pickup and sometime the controls would not work for me - happened twice, immediately at the beginning of the game and couldn't steer at all for the rest of it. Unfortunately, could not reproduce it, so can't really say what's the trigger.
Interesting minigame, a well thrown snowball feels pretty amazing :D As r.loo mentioned, penguins hitting other penguins as they fall would be nice. Regardless of that, combo bonus (hitting penguins in a short time frame) would be pretty cool, as you could then have a choice between maintaining your combo and risking overheating.
Yay, Godot game!
Took me a while to realize what is what, but after I did, it was very fun. Sometimes it's difficult to see where you are after you drop to a new depth, I think you should be able to instantly notice where you are in a time based game. Health should also be closer where your eye focus is.
Otherwise, it was very engaging, I did several runs :)
From a design standpoint, one of my favorites :) Many choices: do I just hold down fire? More chance to hit the bugs, but less accuracy for the score and I deplete my ammo more quickly. Do I go for the ammo crate or reload? Very interesting gameplay packed into a small timeframe, very good. Also hits the brief, I don't think there's gonna be a lot of people with the same score :D
Probably played this one the most, timing based stuff is great for a mini game. One suggestion would be that it doesn't start the timer immediately, because first play, by the time I realized what was expected of me, some seconds have passed :D But you do get what you need to do rather quickly, I just wish the game gave me a few seconds to get my bearings :) Maybe the timer starts the first time you click a button.
Second suggestion, in addition to the crit feedback you got, that the position is changed a bit each "round". Right now (I think) it's always in the same place, just the range gets smaller, would be nice to move it around so you can't get used to the location. I think other games with similar mechanic also use that.
Pretty fun, being an engineer myself I knew most of them, but still, with the time limit it's difficult to get some of them right :D Would definitely throw in some randomness in there so you don't always get the same questions and also that the given answers are not on the same positions each time.
Also, scoring system should have a bit more range, right now I can see people getting the same score.
But definitely had fun with it and I liked the humor, starting with the name Dr. Scientist, got a chuckle out of me
Thank you! It was super fun making it :) Yeah, my first version had even more difficult controls and then I realized noone would be able to do anything :D
The circle actually does have gravity and it increases as you get closer, but it was difficult to get it to be strong enough you feel it, but not too strong that you can't escape. It actually helps you make that first bend, but only if you don't slow down too much - if you do, then you'll definitely feel the pull :D
Thank you! Yeah, if I continue this project, I'm planning on adding other maps (probably hand made, but I was also thinking about map generation, will see what works best) and other map elements.
And yes, currently the ship is too small to see the orientation clearly, I also had similar comments, will need to work on it if I continue :)
Glad you had fun!
Really cool logic. Simple to grasp, but can be made into complex puzzles. Also love the UI, how the color mixing is always shown in case you forget. I love games that can technically fit on a single screen. Don't really have any suggestions for improvement except to build more :)
Anyway, pretty good, went through all 15 levels in one sitting :D
Love the concept. When that first tide came rolling, I was scrambling to find safety (and almost drowned in the process). Definitely a success on invoking a sense of impending doom. The "elevation" of the tiles is also pretty cool, you can kinda plan around a bit. Has great potential :)
Anyway, on to the feedback:
1. Combat is very difficult and it's basically impossible for me to land a first hit on something. Basically the only reason why I didn't progress further. I'll prolly come back to it some more these days to see if I can git gud :D
2. Some pointer to your house and/or minimap would be nice. At least in my opinion. Maybe the absence of it is deliberate from a gameplay perspective, but I get lost pretty quickly, especially when the tide is changing things. I'd rather get cut off from my home because I was too greedy and now there's a bunch of water between, than not being able to find it. If you would add a minimap, it could show elevation, so you could also plan things better - it would maybe add another gameplay element.
3. I noticed you lose a heart the second you enter deep water and then you lose it every x seconds. I'd maybe try that you don't lose it immediately, but that you start that "timer" and only when you remain in the water for the timer duration, you lose a health point (and ofc keep losing it while you remain in the water). Basically, you don't punish the player immediately, but give them a small window to correct their mistake. You still slow them down like you do now, so you don't get players trying to swim across. If someone gets walled off by water, that extra second or two won't mean much.
Mad respect to go for a 3D game for a game jam. The models are awesome, VFX and SFX very very good, I'm surprised at the level of polish this has. Level design is also great and the level is surprisingly large.
Others have mentioned my main gripes, basically controlling the character and the lack of enemies, but that can all be fixed if you continue working on this.
If you want to have platforming elements, I would also recommend to look into jumping mechanics, maybe increase gravity on the way down, because right now jumping feels "floaty". I think Zackavelli actually had an episode on that where he talked about Super Mario jumping and that they had to speed him up on the way down.
I think everything has already been said in the previous comments, most pain-points are what I experienced as well. Other than that, it's definitely difficult, I tried 2 times and both times got only 1/7 deliveries :D
I like the concept, having a force (of nature, heh) that you can't influence but can use to your advantage. Also, the combination of music and art really gives off a pleasant village vibe, even while struggling for dear life not to crash :)
Love the art, it's pretty cute, and the music is very soothing and it's something I would expect from a chill idle game.
My only issue is that clicking on the spellbook and map also sends your spirit there, I would've liked that the UI elements are not "click-through". Maybe the game should even be paused while choosing what to pick, as I felt like I'm missing out on collecting while deciding, it kinda clashed with the chill feeling the game was providing (although, that could just be my issue since everything is infinite and I'm technically not losing anything - it just feels like I am).
Other than that, I liked it overall and even though I don't usually play (or prefer) idle games, I played this to the end :)
Thank you for playing, I'm glad you love it :)
The idea was to make something exactly like that, short and sweet :D I planned on adding PvP support (local multiplayer, 2 controllers or controller + mouse/keyboard) and multiple level layouts, but there was no time. I'll definitely add it sometime down the line, I think it would be hilarious playing against a friend.
Thank you for playing! Yeah, it was my first time creating semi-advanced AI and I definitely went a bit overboard :D The idea was to have difficulty and also different AI "personality", like aggressive, defensive etc, but as with most game jam projects, I ran out of time.
I also wanted to do more with sounds, but made the mistake of doing that last. At least I'm glad I was able to find some royalty-free good music and sound (which was, funnily enough, an error sound in a card game pack that was somehow perfect for ball bouncing).

