Wow that's a pretty aggressive propeller hat you have here. I could somewhat consistently hit the the jackpot in the chute shoot machine but it would cap at 300 (like if I hit just the jackpot or 24 then the jackpot it was 300 tickets anyways) so I never managed to buy the propeller hat without going to work, which is like real life I guess (although once I spent al 12 tickets on the wheel and hit 2 jackpots for a total over 950 so maybe if I tried enough time it could happen)
megatangerine
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Interesting prototype, there are still some low hanging fruit that you could implement to improve the quality of life such as displaying the score, not having a big unused black space around the game, or adding a margin to the planets (making their colliders bigger than their visuals). A bit more complex but not that much would be to show your future potential trajectory while you spin (i.e. a simple line that goes in the direction you're pointing toward) so you can better time your jumps between planets. That would allow you to increase the overall speed of the game while keeping it playable, because it is currently quite slow. And for the last suggestion, but way more complex to do, it would be to give an area of gravitational effect to each planet, that would curve the player's trajectory, it would allow the player to try some pretty cool trickshots
No way ! Another game about spin up / spin down equilibrium !
I like the pixel filter, it really enhances the simple visuals.
However the navigation system is quite clunky. I had trouble figuring out where I was / where I came from (that may be a me problem though) but more importantly sometimes I was pointing in a direction and the whole screen would start spinning which would lost me even more and I didn't know how to stop it (I just moved the mouse and clicked everywhere until it stopped). So I didn't manage to make some very heavy elements nor to make bounds with 3 or more atoms but it was still quite fun
great game, I reached 53s but at ~50s there are so many asteroids that it becomes impossible to stop them all. Also sometime asteroids spawn behind the planet and they can't really be stopped
The game is really simple yet very challenging. I like the simple visuals (well played, you made a cute panda with a capsule and 4 spheres) but I would still suggest a small change, the panda should fly off the planet when it spins too fast
My favorite cloud is the sunny one ! But hail cloud is cool too.
I think there is a bug if you click too fast on continue in the tutorial the screen goes gray and you can't do anything (I did it the second time I went to the tutorial because there was only one point I had forgotten and I remembered the rest so I skipped it very fast and it caused the bug I think).
Gameplay wise, I don't really play bullet hell games (and I'm bad at them) so I don't know if it is an intended feature or not but the map is finite, I was stuck against an invisible wall at some point.
The art is not the greatest but it had its charm, I like it, and each cloud has its own personality that's really nice. Also the art style is very consistent which makes everything look better and cohesive, except for the big smileys they clash too much with the rest I would suggest you to remove them.
Pretty cool game but why would the fan have a turbo mode that should never be used ? Seems like a plot hole ... or maybe the floorian man changed the sign, and it was previously written "do not hang anything on the fan when turbo mode is ON" ? More seriously the game is interesting but there is a game breaking bug that made me start over from scratch. You should put a warning in the description that fullscreen can break the game, and if it always does then I think you can just disable it in the settings of the page. Because I tried to play with full screen and couldn't use properly the phone. It seemed to work but never called anything. It is only on my 2nd playthrough (no full screen) that I realized the phone was moving differently, with a slight offset (I think I was calling 0-3-3 without realizing it in full screen). Also the first time I tried to go to 4 PM it didn't work (I think I was going from 10PM but it could also be 7AM I'm not sure). That said I could still finish the game on my 2nd playthrough, and it seems that the floorian man was not the sharpest knife in the drawer :') . Even when the drawer had only a butter knife.
Thanks for your comment :), as you may have seen in the comment section you're not the only one confused about how the game works xD. A tutorial would have been great but I didn't even have a fully working game for the first deadline so I didn't have time for a tutorial or a cleaner less confusing interface. There are many comments about that so I might (might not may nor will), fix a few things at some point after the jam to makes everything (hopefully) somewhat clear.
I'm really bad at rythm games, but I still managed to score 139 (probably not that great but not that bad I guess). I was happily surprised by the voice over in the tutorial, that's a nice touch (but even in the tutorial I somehow missed some bullets). For the balancing I found the pink bullets to be way too difficult to parry. I suggest you put your high score in the description it could motivate people to try to beat it, and give somewhat of a score reference
thanks for your comment, don't worry about the quantum things, the names are made up anyways (except for qbit that do exists in real life but the only thing in common is the name). But it is true that without tutorial it is not really possible to understand what's going on. I'm glad you picked up on the incremental part, but the puzzle part actually does not exists, it's just the combo bad game design + no explanation (as you pointed out, the element in the shop have cryptic name and no description) that makes the game look like a puzzle. And your comment is not discouraging, it's even quite the opposite !
I'm aware of the (many) flaws of this game but I probably won't fix them, it would take too much time. I think I'll leave it as simple spinner clicker where you spend a minute or two clicking to make sure everything spins, buy a few things, get distracted by the fact that you don't understand what the things you bought actually do, realize that some of the stuff on the screen stopped spinning, click on them for a while and then close the game.
For closure though the number are some random numbers, and basically I wrote a (way too complex) algorithm that based on the number of things spinning on the screen and what elements are placed on the grid, gives a probability of success (it is kind of linked to the blue path that appear on screen, spinning qbits and operators increase the probability), and the game regularly checks your probability of success, and if all the number pass you get money, if one or more fails you get 0. Don't ask me how I got the idea.
I don't know if it's just me but the lasso wouldn't spin when i was moving. I tried many times but couldn't catch any employee, they move too fast and I couldn't throw the lasso far enough or accurately enough. But catching 0 employee means they could go home get some rest so it's a win by my book.
While adding a lose condition seemed a good idea at first, I would advise against using a timer (except in some specific cases like race games), I think it is better to pick something that suits the gameplay, for example here you could give a limited number of throw (more lasso would exceed the company's budget or something). But in a slow paced game, a timer is usually not the best choice and it can negatively affect the gameplay.
I really love this monochromatic simple hand-drawn art style, it makes the game feel very cozy (5/5 visuals without hesitation, sometimes simpler is better). I had to spin the cat though TT^TT (of course I had to pet it and kiss it first, but after it refused to be fed, with a broken heart, I spinned the cat), I tried all the possibilities and its really nice that you added lots of different responses to all the choices. I'm just a little - like very very slightly - dispointed by the fact that all the ending are the same (even though it makes sense because they all spin so they must all win). Maybe the ending where you spin yourself could add some dizziness symbols, or the room spin could add some screen shake.
I really love this monochromatic simple hand-drawn art it make the game very cozy. I had to spin the cat though TT^TT (of course I had to pet it and kiss it but after it refused to be fed, with a broken heart, I spinned the cat), I tried all the possibilities and its funny that you added lots of different responses to all the choices. I'm just a little (like very very slightly) dispointed by the fact that all the ending are the same (even though it makes sense because they all spin so they must all win), maybe the ending where you spin yourself could add some dizziness symbol, or the room spin could add some screen shake
you should update the description to include the controls. For other people who want to try this game, press E for the dialog, wasd (or equivalent based on your keyboard config) or arrow keys to move, and Enter to cut wheat.
It took me a while to cut all the wheat of just one field but the map is too large, there are too many fields and they are too big, there is no way anyone actually collect all the wheat from all the fields in the map.
Pretty neat effect for the wheat, maybe you could have done grass too next to the trees.
It's too bad that there is no way to actually spin , I think it would have been quite satisfying. Nice play on word for the them though.
And also maybe you could add a mask in a small area around the player, and apply a 2nd shader to make an effect of wheat spreading out around the player
5/5 for the visuals, I hope there weren't other characters that you had to cut out of the game because of the scope reduction (you submitted the game 36min before the deadline so I guess you really tried to add the most content you could)
Thanks for your comment ! You said "Never ended up really feeling like I was improving the computer" I get what you mean, that's bad game design on my end. At first I wanted to display an "average power" value when hovering each of the connector on the side so the player could see that it would increased when they bought more qbits, but it was more difficult to do than anticipated, had variations that the player would not understand and would make everything more confusing than necessary. So I just thought people would buy stuff in the shop, place it on the grid just because they can, and hopefully the money will eventually go up xD. When I published the game I was not expecting anyone to win the game or understand how it worked - even for myself it is confusing - I accepted that it was missing to much UX and consistency in the behavior, and hoped that the spinning part was good enough
I don't know how but it was almost playable during one of my attempt. Anyways it is almost impossible to play with an AZERTY keyboard (going left also switch lens continuously and make the game lag a bit). When I switched keyboard for a QWERTY I couldn't cast spells (the arrows didn't work). I didn't manage to cast a single spell :( they are way too long (but I'm already bad at bullet hell games so with broken controls I has no chance)
Congrats on your first game jam submission ! At least you shipped something (people often do not ship anything for their first game jam because they were too ambitious)
Some advice for your next game jam, when you have your idea, cut the scope in half, then cut it in half again. You will probably still overscope like everybody but it will be more manageable. And for the art, try to choose your color not only based on how good it looks, but also based on the gameplay. For example in this game the contrast between the different types of floor and the walls / furniture is too low so it can be confusing, a high contrast would communicate more clearly gameplay information to the player
Anyways I'm sure you'll do better next time
Saving earth with tires is indeed some serious business
Pretty cooI to see that there are multiple resources to manage, all necessary for different complementary roles. I got the gear economy rolling and recruited so many workers that the bottleneck was my inability to drag an drop them fast enough.
Note that the game is not playable without the full screen
Oopsie sorry about the black screen bug I'll investigate. For the unselect button I didn't know what to do, maybe slightly change the UI and call it drop zone or something like that ? Thanks for your comment but given the state of the codebase I don't think I'll expand on anything xD it would be faster to start again from scratch, except maybe for the sound
I think I couldn't get it to work. For context I use zen browser (based on firefox) on ubuntu. I can see the ground (green), the sky (blue) and the net in the middle. Plus I see the UI for the ball in the bottom left corner. I could shoot the ball over the net but couldn't see any target. I don't known if it is related but the `setStatus` function is not defined
I think a better UX would be to have the ball being visible and the UX being directly over the ball. A nice polish be could to calculate the velocity at the point of impact, apply some basic friction and conservation of energy and compute a "bounce" (i.e. relaunching the sim with the new params). Made in C, i see it seems you don't want to use one of the big game engines, I would suggest you take a look at vectarine (a custom game engine in early stage on development) it might interest you
I was sold the moment I saw it was an hexagonal grid. The art is really cute, the small bubble with people's thought and the spinning stars when they collide make levels feel more alive. The only issue I have with the game is that it is quite heavy, the loading between level takes some time on my old laptop (and even made it crash at some point). But to quote the previous comment, "what an absolute banger"
Maybe I'm missing something but it seemed that even if don't use the hands the result is the same ? Edit: it only happens when both hands are directly next to the wheel. Funny how the wool grows back with a different color each time, but a bit weird that it changes color before the previous on is completely used and it doesn't fully grow back to its original size.
Presumably a potential portion of the project was programmed posing in the preferred posture for peak performances
Thanks for your comment, this is indeed some pretty serious business. I have fixed the shop so now you can buy more spinning stuff and connect it to make more paths and all, it is probably not game changing compared to the version you played but it still adds some depth, hope you will try it again (and still enjoy it :))
Thanks for your comment about the Qomputation's visuals ! It means a lot considering I spent most of my time making this system work (and had to sacrifice some of the scope to submit in time), if you found it satisfying then it was worth it ! For the sound I was too exhausted to bother chosing what to add and where to add it, and my first version was not even fully working so sound was not my priority. But as another comment pointed it out, some sound would make the game feel way better. Your suggestions seem sound I will probably do that after the jam ends (although I'm not sure about the washing machine sound, it may get obnoxious, I'll have to test it out). I may also try adding more visual changes when the particle are about to collapse but the code drawing it is such a mess that I don't know if I want to see it again xD
Ahah it's not because you have a small brain it's because instead of focusing on polishing the spinning, I added unnecessarily complex graph building and path finding algorithms that absolutely no one could guess how it works based on the available info. The highlighted blue paths look good though so maybe it was worth it. I'm glad you found the spinning part fun (the core gameplay loop) even when the graph part is impossible to fully grasp.
Cool game but I think you could merge the tutorial the first levels because they are too easy anyways (you keep the first level maybe with more roads to be sure it's done easily, and you add a small text for each one of the first levels to introduce concepts one by one). Because reading the how to play is boring and most of the rules can be understood easily. The game is overall too easy but it's always tough to balance a puzzle game during a game jam. It would have more potential with requirements other than just tiles (example: "this track needs a 6 tiles long straight line" or "this track needs a zigzag made of 4 tiles" etc) and crossroads or bridges or others tiles (maybe spectators tile that needs to be inside a curve of the track etc)
The communist bunny is too cute <3 The part with bees is difficult but manageable, however I couldn't get past the red spiny thing. I think the game would benefit from a way smaller hitbox for loops. I feel like you should not get caught if 5 pixels of the bunny's ear are in the loop, you can either make the hit box smaller or the visual loop bigger
Oops I closed the tab with the game so I forgot my score but it was the 37th loop and the other score was something like 43xx.
There are many thing to say about the game, too make my comment shorter I'll talk more in details about the negative/the thing to change but I didn't dislike the game.
So the immediate thing to add is a DESCRIPTION for the game !
Something that explains how the game works, that there is a deck of card (is the deck shuffled after each loop ?), what each stat is (I didn't get what the speed was for, and all the stats are overwhelming), explain what [hold] [reveal] etc means.
Once that's done, a few suggestions for this game (or any future similar game, I understand that during a jam you can run out of time):
- Round tile to ~3 digits, with a "k" suffix for big values, for example: "22.6", "348", "1.29k" (and maybe display the full value on hover but don't think that information is very useful). Still keep the true value when you do the math but round the display value it's currently unreadable.
- Reduce greatly the information shown, only a few variables are needed (maybe add the other behind a button or something but there are way to much variable on screen I don't know where to look
- Add a way to get access to the variable when choosing cards/items because otherwise it's difficult to know which one to choose
- maybe add a way to increases even more the game speed (up to x10 instead of x5 ?)
- and if you want to lean more towards deck building add a way to discard cards from the deck to keep only the one with the best synergies
In conclusion cool game :), and it's a really nice touch to have different images on cards instead of just having text
I like this genre, the execution was great and it's well polished so it's one of my favorite game for this jam. However a game last for too long, I think it would be better and more fast-paced on a 4x4 grid (although I played waaaay slower than what's shown in the gif so that may be the reason). And quality of life improvement could be that after let's 3s of inactivity the tiles that can be activated shake a little regularly instead of having to check manually the 25 tiles.
Cute game, even if there are some annoying issues that could be easily fixed: increase the contrast between the line and the background (make the line white or any bright color), use PNG images with a transparent background instead of a black background, and there's a bug that cancel your line I think it's when an animal spawn on it but I'm not sure. But good job overall !
Really awesome game but too short ! I loved both the gameplay and the artstyle, I played multiple games and I found the following bugs/missing features:
- during the planning phase it is not possible to remove a die once placed when you misclick. if I place another die on top of it it seems that it replace it but actually I think there is a bug and it stacks them instead (later during the game it shows the previous die when hovered and the damages are mysteriously increased, which could be explained by the stacking of the previous die)
- sometimes I could cast spells even though I had enough mana, somtimes I could when I had not (the mana became negative)
- spells do not kill dice, it reduce the hp and if the die goes in the negative it can still attack and is removed only at the end of the turn
fro the balancing 2x shield bearer/knight + swap with berserk in the back is OP. Archer and heal feel very weak (the mass heal is OK but the heal die is worthless, it heals very little and with low probability, it should either have higher probability or fully heal)
Also i didn't understand how the tools work
Anyways great game, even more impressive when you realized it was made in 4 days !




