The idea is pretty cool, but the execution let's it down unfortunately. I didn't get how attacking worked just by playing and went back after reading the comments which made me give it another shot.
meepleek
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For me and people who I let playtest the game in VC, I think it felt intuitive that you just run the commands along the direction you type them, and it would've been weirder if they had to type the word the other way. But assuming you mean the last puzzle here, it was actually designed around that concept, but it is totally not necessary, as you can just use deletion trick from previous puzzles to type whatever you want.
When actually writing/moving around it's more intuitive for sure. Just in some cases it confused me a bit. I actually solved the last puzzle using deletion, but it took away a bit of my excitement as my planned solution hasn't worked out (it would have if I undo-ed back and rewrote the word, but why would I bother at that point...)
Love both the idea and execution. That being said, I think the mechanic is inherently difficult to grasp:
- very hard to visualize and make sense of which
drowword direction is the correct one - returning to a state to try smt else is a PITA (but huge props for having the undo)
- add me to the pile of players that took a while to figure out the delete code room
- most puzzles stumped enough so that instead of an "heureka" moment I usually got "oh right, I'm so dumb that it took me so long..." (might be a me thing tho & I might be just that thick 😅)
I'm not sure how personal and fixable these nits are, so feel free to disregard all of them.
A topdown view would be way easier to read IMO 🙂.
Spinors is def the main offender, but I realised my frustration on Samsara.
The commands don't get reset when switching levels btw., so starting a lvl, then switching to a different one will keep the commands (even beyond the lvls max, so it could be used to cheese lvls).
BTW. just got a panic when quickly switching levels.
panicked at game/src/player.rs:336:22:
Attempting to create an EntityCommands for entity Entity { index: 423, generation: 7 }, which doesn't exist.This crams in a lot for a jam game. Quite polish with very nice UI (esp. for a bevy game) and a good deal of QoL features.
The audio is unnerving, so I'd expect the visuals to be darker/brooding to match it. Also regarding the aesthetics, while the angled view looks quite nice, it messes with my sense of direction, so was swapping left & right quite a bit. That might be just a me thing tho as I'm not very good at spatial puzzles and when you add in rotations, my head just starts spinning. I have finished most puzzles, but stopped playing once I realised I was brute-forcing some of the puzzles. The parsimony requirement was actually a driving factor in this as when I saw a low enough number (3 or below) I just lazily started trying combinations. I think hiding those requirements and also allowing me to step through would help alleviate that urge.
Overall it's a great entry and at least some of my issues might be just a skill issue.
Could you elaborate on this? Am I right that you were controlling throttle with the arrow keys? I wonder if I should abandon one set of throttle controls and pick either arrows + AD (or AS or QW or something) -or- WASD + arrow left/right. What sort of scheme would you find ideal?
I have not realised A/S are throttle too, my bad. That being said, the player is just holding either of those so unless there's a plan to have tight jumps which actually require slowing down, then it could be just a toggle/flip directions instead. Otherwise I'm not sure what would an ideal control scheme.
This is happening, but it's unfortunately really invisible to the player. The duration of the boost is related to the number of flips, with a bonus if the trick isn't the same as the previous one. Doing a new trick extends any remaining boost duration. I think I probably need a boost timer, and to explicitly show a +whatever seconds somewhere when you do a trick or something?
I knew about alternating tricks, but have not realised the duration changes with the # of flips. Then some feedback FX and/or UI would be great.
I'm slightly skeptical about stacking velocity, only because it seems like it would make it harder to design levels. But getting a bit crazy with it could be fun.
That's yr call 🙂 But yeah, it'd make lvl design trickier. You could add in shortcuts that can be reached only at super high speeds though (think intended optimal routes in Neon White).
Another trick you could add to sustain boost could be wheelies.
A bit late to the party, but here goes 🙂
This is a great entry as the run is short, but there the leaderboard is an incentive to try again. I managed 4th place, but I'm not sure where have I missed almost 3 seconds compared to the best web time (that was in the local postjam version).
I could easily imagine this being a very tight mobile game with a bunch of levels with the goal being just getting the best time or an endless-runner kinda thing (I loved playing Alto's Adventure). There's probably loads of games like that already, but that's definitely smt. I would play every now and then.
Here're my nits and suggestions, hope you don't mind the backseat design:
- the control scheme could use a bit of love (I kept trying to use A/S to rotate)
- the combine feels slow. I'd venture a guess combines move pretty slow, but that just less fun
- the BG in post-jam version def helps, but I'd take it a step further and add some foreground elements that move way faster, throw in dust particles, add some wind trail particle and zoom out bit at top speed
- juice it up even more
- a bit of screenshake when landing
- the boost after landing a trick is great and I'd lean more into that
- let the trick affect the boost - either max speed or duration - a triple flip is just cooler than a single one
- make them stack and don't limit the velocity (or do so, but very high just before it could break) - look at games like Celeste and how nuts the speedruns get
- perfect landing (parallel to ground) could also net a boost
Wow, thank you for the wonderful feedback!
The initial screen was a last minute addition and a great reminder to plan for a proper tutorial. Once again I failed to do that. I hope I'll do better one day 😅. Arguably on-screen controls that go away once the player rotates a piece for the first time would probably be enough in this case.
The main jank in the gh version I'm aware of is moving the piece quickly, which feels just terrible. If I were to do a post-jam version, I'd probly revamp the whole drag and drop part of the game incl. rotations. Maybe I'd remove the snapping and just highlight the target hexes instead.
I quite like the multi-hex rotation tween, but I'd a venture a guess it's style over substance and rotating whole pieces would be more readable.
Sorry about the headache-inducing BG. It seemed like a nice touch that the speed would be based on remaining time - shame that I messed it up 😅.
On paper I liked this, but it mostly boiled down to "can I place this somewhere so that it overwhelms red" (lvl 3) and even when that happened, I didn't feel clever. That might be a me thing and I just could have missed smt.
Also got a panic after finishing the 2nd lvl, so I had to restart:
robo-swarm-e8d49bb8f1a19b2.js:412 panicked at src\draggable.rs:37:59:
called `Result::unwrap()` on an `Err` value: NoEntities("bevy_ecs::query::state::QueryState<(&bevy_transform::components::global_transform::GlobalTransform, &robo_swarm::levels::WallCache), bevy_ecs::query::filter::With<bevy_ecs_ldtk::components::level_iid::LevelIid>>")Cool game, I very much like the premise, but I agree with euclidean-whale, that the vacuum range is hard to see. I reckon the camera angle doesn't do this any favours and if it were topdown it would have been more readable.
The upgrades are neat - both the diagetic UI and that there's a nice variety, though it have been even nicer to have some changes, not just incremental upgrades (but that's way too much to ask for a jam game, I know).
I can't get behind the freeze effect - both the overlay, which gets quite annoying, but also the slow down that comes with it. To me it felt a bit unfair, because I thought I had more time/HP, but I was practically dead at that point.
Also as CelesteSystems has mentioned, I'd make the screenshake a tad less pronounced.
Shame you haven't started on 1 of the jam. As it stands it's still impressive for 3 days, but I think you should have scoped down to have a tighter game with less content.
The paladin enemies can shoot offscreen which can feel quite unfair. My favourite bug though is the wizard not resetting it's buff and somehow doubling it when re-equipping it, resulting in this laser of death - wizardry indeed:

I ran it on a linux vm in the end and while that ran, it crashed on me on my 2nd try.
I do like me a typing game, but I'm slow (50-ish WPM) and this way too fast/hard for me. I also agree with euclidean-whale - there's not much to do besides just typing as fast as possible. Also I don't quite get why the trash duplicates on collision.
I don't really have a backlog. What do you mean by "Why is there a pile of board game in that corner over there"? I don't have a problem, it's completely fine...
This's my favourite take on the theme by far. The visuals are nice and the titles are fun.
That being said, I'm afraid I don't get the puzzle here. At first I thought that buying new stuff would reset the timer, but that's not the case. Then again, why should I buy more stuff when it doesn't help with the timer except it probably allows for a high score, but that makes it at odds with the theme. Then I noticed the piles have 2 different colours, at first I thought the media should be distributed evenly and then realised it should probably be according to their media - I think having all the media in the right piles lowers the timed penalty. But I don't know comics and some titles are multi-media (That might be a book and a movie, right?), so I must be missing smt. there.
Mechanically my main gripes would be that the game is too small (I have never zoomed in on a game and now I feel old) and the drag and drop is kinda janky.
I tried again, this time a native build on windows and lasted thru most of the night, but then got a crash again. So I retried and got a crash almost immediately 🙁
The artstyle is super cute. I considered making a herding game too, but wasn't sure how to actually make it interesting and this is a nice take. I quite like the stamina system esp. when coupled with the strong bark, though I feel that it might be too lenient and there could actually be less stamina or it could recharge slower. Also, it probably should not drain stamina when the player is holding shift but not moving or barking.
Mining + TD is such a great idea, I love the concept. The entry itself is really solid, but the core loop is missing complexity (everything on the planned worker features list sounds intriguing). Coupled with the dynamic paths the obvious thing was to just place towers just at the end of the route instead of spreading them across the map as I saw no incentive to do so. If you work on it some more, I'd love to see where it goes.
I'm not sure the music fits, but I really like the track (still listening to it now actually) - for me it's too chill for a TD game/enemy waves. Also a tiny nit - the audio should not start at 100% IMO. Props for having very nice settings (though I'd have preferred having one of the worker features instead).
BTW. I got a panic on my second run (I tried hard), I think it happened when one of the buildings was destroyed
`error[B0003]: Could not insert a bundle (of type `entytd::enemy::Behavior`) for entity 7208v261 because it doesn't exist in this World.`
I'm pretty sure it happens because I scale the projection but forgot to scale the movement by the same factor, but the scale for initial levels is just 1 (and that's why I missed it 🙁).
264 is a very good score. Pretty close to cracking it as finishing later levels gives so much time there really is no endgame. I might do a postjam version and I'd have to redesing that.
Oh cool, you did the racing tower defense. When we were chatting about it on reddit I envisioned a top 2D game, so I didn't except this. The drifty controls are pretty nice with the occasional physics hiccup (but that was no longer an issue once I switched to a native build). The aesthetic is super neat too.
The tower-placement is a bit confusing and I don't get why the control scheme mixes WASD with arrows, but that might be just a me thing.
Very much agree with what Lava Eater has said.
Took me a while to realise how to expand a bit - clearer instructions in the description wouldn't go amiss. The screenshot is a bit different from how the game looks and I'm still no sure what the flash and plant icons/buttons do (or maybe don't do).
Additionally much less resources spawns on the subsequent runs, which took me ages to realise that I had to restart the game to get a reasonable spawns again.
Had to run natively (Win build) because the WASM build was cropped - I kept dying without realising there were points out of frame.
Also I somehow managed to get into this state:
Realy nice Sokoban-style game.
I got a crash on lvl 10, but luckily there's the skip option, so I could just skip those after refresh.
Here's the stack:
error[B0003]: Could not insert a bundle (of type `quark_on_ice::game::player::Player`) for entity 391v215 because it doesn't exist in this World. Stack: Error at imports.wbg.__wbg_new_abda76e883ba8a5f (https://html-classic.itch.zone/html/9271319-880510/bevy_game.js:401:21) at console_error_panic_hook::hook::hee645c0f690b40b8 (https://html-classic.itch.zone/html/9271319-880510/bevy_game_bg.wasm:wasm-function[13058]:0x112878f) at core::ops::function::Fn::call::ha6c123f899f98a48 (https://html-classic.itch.zone/html/9271319-880510/bevy_game_bg.wasm:wasm-function[64125]:0x16fad69) at std::panicking::rust_panic_with_hook::hbf46ef0245cc9589 (https://html-classic.itch.zone/html/9271319-880510/bevy_game_bg.wasm:wasm-function[22697]:0x14644d0) at std::panicking::begin_panic_handler::{{closure}}::hc07db454214d2c87 (https://html-classic.itch.zone/html/9271319-880510/bevy_game_bg.wasm:wasm-function[25881]:0x15001da) at std::sys_common::backtrace::__rust_end_short_backtrace::hf9e2f055fb5ef672 (https://html-classic.itch.zone/html/9271319-880510/bevy_game_bg.wasm:wasm-function[63424]:0x16f94ef) at rust_begin_unwind (https://html-classic.itch.zone/html/9271319-880510/bevy_game_bg.wasm:wasm-function[33260]:0x15faf49) at core::panicking::panic_fmt::h14c85a61aa3d538e (https://html-classic.itch.zone/html/9271319-880510/bevy_game_bg.wasm:wasm-function[37423]:0x16510a3) at core::ops::function::FnOnce::call_once::h30e41ce0b7f74097 (https://html-classic.itch.zone/html/9271319-880510/bevy_game_bg.wasm:wasm-function[18342]:0x13457bc) at bevy_ecs::system::commands::_::<impl bevy_ecs::system::system_param::systemparam="" for="" bevy_ecs::system::commands::commands="">::apply::h5c1ae8882de07268 (https://html-classic.itch.zone/html/9271319-880510/bevy_game_bg.wasm:wasm-function[25495]:0x14ef24c)</impl>
The promo/title images are fire (esp. the 2nd one), almost as fire as thousands of geese battling it out

Couldn't go to the city for a duck vacation, though, so 0/10.
While impressive in terms of the amount of entities, it's more of a sim than a game as the enemy hydra just kinda sits there like a - um - duck. I was kinda hoping there would more smaller battles instead of one super long one (those hydras are tanky).
Last of us, Geese edition

The game crashed on me 2 mins before the end. I think I'm gonna add this to my 'run native on a VM' pile 😅
Here's the panic BTW.
`bevy_game-ae4f02cb410b6ba.js:417 panicked at 'Attempting to create an EntityCommands for entity 5155v0, which doesn't exist.', src\wolf.rs:336:26
Stack:
Error
at imports.wbg.__wbg_new_abda76e883ba8a5f (https://html-classic.itch.zone/html/9287611/bevy_game-ae4f02cb410b6ba.js:401:21)
at console_error_panic_hook::hook::h84b47ace3f9b120f (https://html-classic.itch.zone/html/9287611/bevy_game-ae4f02cb410b6ba_bg.wasm:wasm-function[14868]:0x131186f)
at core::ops::function::Fn::call::hea1b13e737b1af5f (https://html-classic.itch.zone/html/9287611/bevy_game-ae4f02cb410b6ba_bg.wasm:wasm-function[69550]:0x192e597)
at std::panicking::rust_panic_with_hook::h7601402c0a383194 (https://html-classic.itch.zone/html/9287611/bevy_game-ae4f02cb410b6ba_bg.wasm:wasm-function[25331]:0x1684052)
at std::panicking::begin_panic_handler::{{closure}}::he405aaeb801d5772 (https://html-classic.itch.zone/html/9287611/bevy_game-ae4f02cb410b6ba_bg.wasm:wasm-function[28705]:0x172243f)
at std::sys_common::backtrace::__rust_end_short_backtrace::h04fac26f88d230df (https://html-classic.itch.zone/html/9287611/bevy_game-ae4f02cb410b6ba_bg.wasm:wasm-function[68786]:0x192caf3)
at rust_begin_unwind (https://html-classic.itch.zone/html/9287611/bevy_game-ae4f02cb410b6ba_bg.wasm:wasm-function[37795]:0x1840527)
at core::panicking::panic_fmt::h6dad0405f48e39e2 (https://html-classic.itch.zone/html/9287611/bevy_game-ae4f02cb410b6ba_bg.wasm:wasm-function[40680]:0x1877b83)
at bevy_ecs::system::commands::Commands::entity::panic_no_entity::he5860b7ac4717195 (https://html-classic.itch.zone/html/9287611/bevy_game-ae4f02cb410b6ba_bg.wasm:wasm-function[36331]:0x181c9c9)
at core::ops::function::impls::<impl core::ops::function::fnmut<a=""> for &mut F>::call_mut::h4dad0d71ed78a8ae (https://html-classic.itch.zone/html/9287611/bevy_game-ae4f02cb410b6ba_bg.wasm:wasm-function[2647]:0x86fb24)</impl>
`










