Many thanks! Well played for your first place in polished! Deserved!
McNieps
Creator of
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Hi roboMarchello, thanks for the kind comment!
I'm happy that you enjoyed the controls : I had multiple choices when I had to develop them. It wasn't an easy guess but I'm now sure that I choose the best of among them. About the Wall of Flesh : it may be a coincidence but I have, with my brother, on average 750 hr of playtime on terraria/calamity/thorium! Definitely a coincidence...
Thanks again! And do not hesitate taking a look at the source code, and contact me if you have any question! It should be relatively clean (for a gamejam...)
Thanks for the kind words (Tank) King! That's true, you can't do much without knowing the maps. It's kinda a die & retry type of game. This artificial kind of difficulty is maybe not the best idea for a gamejam! Thanks for taking the time to learn all of these levels. And I'll let my brother know about your kind words about his art, that'll make him happy 100%.
Forgot to say it on my comment about your game, but the plastic bottle art is fire
Hi EgeEken, thanks for playing our game! Yeah difficulty is the main problem. Disa rightfully said that the developper get accustomed to the game mechanics, thus making everything easier for him. It make for a difficult game, which is not a great idea when you want people to play your game. I'll keep that in mind for the next jams!
Ty for taking the time to leave a comment, I appreciate it :)
It's really a shame that you didn't have the time to add some levels, or to develop the theme. The music, the graphics, the polish, everything is perfect.
What software did you used to make the music? At first I thought you were using famistudio or similar, but I think some of the effects you use are impossible to create with it.
Dans tous les cas, bien joué, c'est du très beau travail!
Love the little pg_chad star, it's a bit like this game version of Polaris. I like how you managed to include a 3D gameplay and a 2D gameplay, and make it not feel forced. I hate asteroids, though : I keep dying because of them. Are they avoidable or it's luck based? I really had Dimension jumper in the 2D phase! Otherwise well done, it's a good game.
The hardest game of the jam, and by far. I did not managed to beat the game, but i'm sure I came close. The boost mechanic was confusing, as it did not move the player along X or Y, but toward where he was heading, making spike gaps hard to cross. I think the air bubbles that the player can collect should be bigger, as they can easily be mistaken with particles.
I really like the game, really refreshing to have some challenge from time to time!
I can't imagine how hard and annoying it was to implement 3D collisions. Just wondering, is the submarine that the player control a sphere, a cube or a point? Or neither of those? Anyway, its one of the most original way to interpret the waterworld theme. No need for music to create this oppressive ambiance. The only thing I would change was the controls, as the lack of up/down keys was a bit disturbing for a 3d game. Well played guys
That's a great little game. At first, I was annoyed by controls, but after a good night of sleep, I realized that what made this game special in his own way. In a lot of games, the game mechanics are inside the computer. In this one I have to change the way I usually play. Bien joué les gars, vous avez assuré!
On another note, there may be a bug with the credits button. When I click on it, a bunch of windows open until I close the game. It does not always happen, but it's not rare. (don't worry, it did not affect your ratings :) )
Hi Disa, great game! I may seems insignifiant, but I really like what you did with the music when you open the pause menu, and the parallax menu effect (like in atlanpolis). The art and the music are excellent, as are the quests. IMO it's that kind of attention to detail that makes a game good. Congrats :)
Had a good laugh when I saw the fish doing 360s no-scope in the air trying to reach platforms, but I have to say the gameplay is snappy and the controls feels responsives. I also encountered the index out of range bug (animation issue), but it was more of an annoyance than a real problem. Good job! :)
Hi towor! I want that beaver to make chainsaw sounds when he cuts down trees. If you want to work a bit more in order to improve it, putting some grass tiles variation could be great idea (I spied on your code). You could also, when there is not much time left on the timer, add some raindrop particles and clouds shadows. It will convey the urge to build the shelter. Great game by the way, I liked it :)
I liked the idea behind this game. The graphics are simple but this is not a problem because everything is coherent. However, I recommend using sounds for your next games as they create a better general experience. If you don't like using external files, you can use the pygame sndarray module. It will allow you to create your own sounds from a regular numpy array! Great game, had a lot of fun
I like this game.
Even if it's hard to control the player like others said, (especially when you must get out of the water), I found the gameplay enjoyable and the switches are a great addition.
One other thing that I really enjoyed is the 'panic' levels, even if they doesn't bring anything to the gameplay. I just love this way of expressing the stress felt as the deadline approached. Very relatable
Hi Two!
Thanks for your kind comment. When we were looking for what game we're going to make with my brother, we wanted the player to feel small (even if it doesn't come out as we would have liked. At least we know we're underwater: 1/2!). I had this idea of lost cities (like atlantis, but which housed forgotten creatures, like in the Lovecraft novels (Cthulhu, ...)). I hope you survived the monsters attacks and reached the surface (but not too easily, it's meant to be hard).
And about Tanoko fishing, I haven't posted a comment or even reviewed it yet. I want to play all games before giving my thoughts! Congrats tho, I liked it :)
Just realized I haven't rated AK yet! The game is so unique, it's incredible that you managed to do everything in 1 week. The assets are simple yet effective as it increase readability. The Z key is just a must, can't imagine the game without it. Overall the game is very well thought out! Congrats Ghast :)
P.S. Super story by OpenIA 👏
Hi! I agree with Vexing that vignetting makes it hard to understand what's happening but apart from that everything feels so great! The boss is well balanced, enemies too, the gun feel is great. Maybe the bomb throwing mechanic need to be reworked a little bit (or maybe I just don't know how to use it, it's possible too). The effects and sprites are just insane!
However it annoys me that skeletons do NOT throw bones. 0/5, deserved. (jk gj guys)

