It's virtually impossible to steer two bikes at once. Thanks for trying it anyway!
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I tried to solo it a few times during development and it's basically impossible. I think the only thing you can really do is always press the buttons in sync, which makes the bikes drive a symmetric path as long as no items are collected (since the steering wheels stay in sync). I have some ideas for how to make single-player mode viable, but they were way beyond what we could've accomplished within the jam. Thanks for playing!
Thanks for playing! That could be neat and is probably not even that hard to implement. I also briefly thought about some race-track-like levels you could try to navigate in single-player mode.
Hey, a fellow local multiplayer submission! (Although ours is competitive, not co-op.) I really like this concept as a co-op game that's about communication and coordination. A bit like a multiplayer-QWOP. I think it needs a fair bit of polish to be playable though.
Currently, the main issue is that it's really hard to stay on top of who can do what. You constantly have to monitor the text panels in the corners, which takes attention away from the main game. We actually had the exact same problem in our game (the steering wheels initially were in the corners of the screen), so we ended up moving them right where the action is, so there's only one place to look at. That could be a bit hard for this game, although you could make the character considerably larger and then use coloured body parts to indicate who can do what. Alternatively, have an obvious countdown and let the screen flash when the controls change, so you can't easily miss it and know when you need to shift gears.
Anyway, I think with a little redesign of the UI, this could be a really fun and addictive co-op experience, since the core idea seems pretty solid. :)
Hey, a fellow local multiplayer submission! Played this with my wife and we quite liked it. I like the idea of a capture-the-flag game where you can just punch the flag away and send it flying.
It seems like it would be a blast with more than two players, but with only two it's a little too easy to outrun the other player, especially if there's a bit of disparity in platforming skills between the players. Maybe you could be slowed down while munching away at the cheese? The controls could probably also use a bit of work to feel tighter, but the wall jump is pretty great. Keep it up!
Hey, a fellow local multiplayer submission! It's a fun little idea, but I think it could use a bit of rebalancing. The sheriffs are so slow, they're basically trivial to evade. It's also not clear when and how money respawns. And there seems to be a bug where you can run into a fence and disappear completely.
All that said, I do like the trade-off of being able to carry more money at the cost of walking more slowly. That gives you some interesting risk-reward decisions to make. It would be cool if there was an indication how much money a player is currently carrying, so the opponents can make an informed decision of whether its worth to use their one bullet on them. At the same time, I feel like the ability to carry multiple bags at all kinda breaks with the jam's theme?
Anyway, it's a cool game with potential, but I think it needs a bit of work around the edges. :)
Hey, a fellow local multiplayer submission! I really enjoyed this. The controls are a bit wonky, but the concept is really neat. I also quite like the different special abilities. Especially the wizard, he makes you feel like Yondu from Guardians of the Galaxy. :D
There seems to be a bug with him though (maybe with other characters as well, not sure). If I shoot immediately when the game starts, the arrow just vanishes, and I can't get it back without dying.
I think with a bit of polish and a few more characters, this could be quite fun for a long time.
We did experiment a bit with the speed of steering wheel. You're right that making it faster actually makes the game a bit easier, and we found that once you sink a couple of hours of playtime into it (as we did during playtesting) it gets a bit too easy if the wheel is any faster than it is right now. So we decided to make it a little harder to leave more room for getting better at the game. I'm glad you enjoyed it anyway! :)
This is really well done and one of the most polished games I've played it in the jam! It's really simple, but quite addictive and I like the trade-off between spending time to clear out pairs and just trying to find the right sock in the remaining mess.
Also very nice work for including an online leaderboard!
This is great! I think the parry controls could be a bit tighter and more forgiving (or maybe just the attacks better telegraphed) but overall I really enjoy the concept of requiring the player to parry. It might be interesting to break up the parry-attack-parry-attack cycle a bit by also refunding the strike if you kill multiple enemies at once, or by being able to store up attacks when deflecting arrows.
I think with a bit more polish, this could be a really addictive arcade-y game. Nice work! :)
This is really cute. Agree with the previous commenter that the torch feels great, but unfortunately the knife less so. Combat feels a bit too clunky for a game where killing enemies is a requirement. The game could also use some kind of checkpoint system, or just restart from the current level instead of from the beginning.
Still, I think this is a really unique take among the "only one light source" entries to the jam I've seen, especially since you can retrieve the torch and since you have to place it strategically during combat so you can see what you're doing.
I think with a bit of juice for player movement and combat interactions, this could be fantastic!
Visually very well polished game. The idea of combining ammo and health into one resource can be interesting, but unfortunately the game jam seems to be very saturated with these. That's clearly no fault of your own, but unfortunately it makes it harder for me to be engaged by the design. I wonder if you could improve your take on it by adding some kind of slo-mo mechanic, which would still make you feel like a badass while pulling off very precise shots. I think it would also go well with the game's aesthetic. Anyway, keep it up!
Wow, the juice is real in this game. I really like the idea and the presentation, so don't take this list of criticism to mean I disliked it, but rather that I cared about it enough to put some thought into how it could be improved. :)
The physics are kinda janky. I often shoot a bullet at a surface at an angle and it comes straight back at me. It looks like what happens is that the bullet penetrates into the surface and detects both a horizontal and vertical collision and then comes straight back. That means some levels I just had to redo a few times until the shot happened to work.
The aiming is a bit imprecise. If I put the cursor exactly on the corner of a wall (e.g. the corner that the opponent shoots in the first level with diagonals), the bullet won't actually hit that corner, but either go past the wall or hit it away from the corner.
There's no clear indication of when the second is over. Since I'm probably looking at the cursor and level layout to do my aiming, I don't really want to be checking the timer for when I can click, so I just start mashing the button once I'm done aiming. There could be some kind of whole-screen indicator that the timer is complete, e.g. a flash or a change of the colour scheme.
The fact that the levels are static means that if you fail them, the 1-second appeal is kinda lost, because now you've had X seconds to stare at the level and make a plan. At that point it just becomes trial and error to figure out the right shot and is no longer about quickly judging a situation. This could be fixed by randomising the levels to some degree, but probably only small variations so you can still control the theme and difficulty of each level.
The difficulty curve is off. The diagonal levels in the (early?) middle are definitely the hardest, and afterwards it gets very easy again.
You could escalate the difficulty further by relaxing the "only one" theme on the enemy count and having your bullets pierce enemies, so you'd quickly have to find a shot that goes through multiple enemies.
Again, I really liked it and would love to see a more polished version. Keep it up!
Neat idea, and I love the main character art. I think my main complaint is that the map is static. It means after revealing the map once, you could memorise and then just play in the dark. Or even if you can't do that in a single viewing, you'll still start to memorise it after a few attempts. I think a procedurally generated map would play very nicely with your core concept, but I can see how that's probably not feasible in a game jam.
Even so, I'm worried that the only reasonably strategy is to wander around in the dark for as long as possible, and if you ever get spotted by a demon, light the torch and try to leg it. There isn't really any reason to light the torch before that, since you've got nothing to lose, and since you can barely outrun a single demon, there's also really no reason not to light it when you do get spotted.
I think giving the player a way to successfully deal with a single demon (retreat to hiding spots; make the demon slower and lose interest after a while; limited combat abilities etc) would fix this issue. Then, when you get spotted by one demon you might think "ah, I can handle this" and keep the lights off. But if during your escape you alert a second demon it starts becoming less clear whether you can still handle that in the dark, or would be better off just alerting every demon but seeing the way out. It suddenly becomes an interesting risk/reward trade-off.
The potench is strong with this one.
Played this with my wife and it's a lot of fun. Both the punchy action and doing it on the same controller. I guess technically the same controller thing is a bit of a gimmick, but it just makes this feel like thumb fighting, which really adds something to the experience if not to the game.
My only criticism is that it's possible to instantly win if you face away from the other player while grabbing the knife. I think that could be easily fixed by always enforcing a minimum distance between the players equal to the knife length, even if no one's holding the knife.
I also see the lack of multiplayer game testers has hit you guys even harder than us (we also went for local multiplayer). Sorry to see this has only three ratings, it's a really cool game!
Nice entry for the jam! The overall concept is quite neat, but I think the execution could be improved a bit. FWIW, I don't think I had any input lag.
So, the jump physics are definitely weird, but I could see them being a feature rather than an issue. E.g. if bouncy boy didn't have a spring as his feet but a propeller, the physics would seem fairly natural (the propeller just barely overcomes gravity and lifts you up a bit before you crash down again). It definitely makes for a unique experience.
My main grudge is the lack of checkpoints combined with a weird difficulty curve. The hardest part of the game seems to be the initial black on white section. Once you get to the earth and grass tones, the game seemed fairly trivial until getting to the boss. But then you die to the boss and have to do it all again. Maybe breaking up the game into multiple shorter levels might help, and also letting the player get used to the mechanics with an initial safe section without abysses (so the only way to die is getting stuck or then later running into an enemy).
What I do really like is the mechanic of getting stuck in the autoscroller. It gives you a finite amount of mistakes you can make until you hit the left edge of the screen. Maybe this could be explored further by having some sort of power up that stops the screen scroll for half a second, so you can catch up a bit... and if you're doing really well, you'd want to avoid that power up, because the further right you are the less warning you get for upcoming obstacles.
As Mark would say, lots of potench here. :)
It's a cute little game! I really like the idea of a hot wire game with indirect control and the presentation is adorable.
I do wish you had a little more control over the character though, especially in terms of horizontal movement. I think if it was possible to make reliable and somewhat precise throws, that would open up possibilities for much trickier and more interesting levels, where maybe the platform can't go everywhere, so you need to throw the character above an obstacle and catch them on the other side.
One option to do that without changing the physics too much might be turning the character into a ball and the platform into a shallow bowl like some of those BotW shrines.
This is really cool. Saw it on the stream last night and wanted to try it myself. The controls are little janky in places, but the overall concept is really well designed and executed.
If you're planning to turn this into something bigger after the jam, I recommend spending more time on introducing and exploring the individual characters. I'd love to play a full-game version of this!
This is both really well designed and really impressive that it's implemented for the GameBoy!
If I had to critique one thing it's that the fact that you basically want to permanently mash B, the game gets a lot easier if you remap the emulator controls so that you can shoot with the same hand you use for steering, so the other hand can just permanently mash (e.g. WASD, Space for A, J for B). Before I did that, I usually died around 10-15 ghosts with a high score of 22. After changing it, I promptly got 48. This isn't an issue when actually playing on the GameBoy, but since constantly mashing a button is still going to be an optimal strategy, maybe it would be better to limit how often you can switch ghosts (or have it happen automatically) but then spawn fewer ghosts.
Nevertheless, full score for this one! :)
Btw, I really like that the ghosts prefer diagonal movement. Games that don't do that but only have orthogonal shooting tend to be really annoying.
Ahhh okay, this time I understood what I was doing. :D Yeah, I can definitely see the potential here. As it stands, the game needs a bit of rebalancing to make collecting resources and producing actually useful. In my first attempt when I had no clue what I was doing I initially started dying and then recovered from having only a single ant to winning by only spamming infect.
Also, you might want to change the resources from mushrooms to something else. Since the infection is a fungus, I thought these were related to the infection as well.
Nevertheless, it's a cool idea and an impressively complex system for a game jam that just needs a bit of tweaking. (and maybe juicier visual feedback ;)).
Agree with the last commenter that it seems like an interesting idea, but I don't really get it. As far as I can tell, I can basically spam infect (and occasionally move up to the next bulk of red ants) to add all ants to the hive. But then what exactly do the fungi do? And what do the numbers over the holes indicate? And what does produce do?
I'd recommend explaining what each mechanic does on the game's page. Let me know if you do and I'll give the game another shot and rate it when I feel like I understand it better. :)
Cool, I'll try to remember to revisit it after the jam! One more thing: the area affected by the dragon isn't always entirely clear. For example when he hits the floor where the torch is, you can hide in the place where the jump is found. That kinda makes sense since it's just below the floor, but the fire animation actually extends to that area so it looks like you should get hit.
Really great work! Single-room Metroidvania was one of my first ideas for the theme, but I quickly decided there was no way I could make it work. Kudos on doing what I couldn't! :) My main complaint is that death is a bit too punishing. I also didn't really understand how the electric trap thingies work. I got hit by them a bunch of times without anything actually happening and then at some point later one of them killed me. I guess they do some amount of damage that's less than your full HP? But without an HP indicator, it just seemed a bit random. (Unless there was a message at the bottom of the screen. I kept missing those. :D)
I'm enjoying this one a lot! My only complaint is that there's maybe a little too much randomness, although I'm sure with a bit more practice it would be possible to beat the game most of the time (so it's probably fine). The whole concept of combining deck-building with dungeon-crawling by using the cards to build the dungeon (as opposed to what e.g. Slay the Spire does) is really neat. :)
Cute! <3 Since it's possible to stack the colours, I think it would be nice if it would also count as the happy ending if you stacked them all and then pressed space on the stack (that was my first attempt at finding the happy ending).
Clearly needs more content, but I like the core idea of controlling the landscape instead of the platforming character. Also, it seems that the character slowly drifts off the cells he's supposed to bounce one... I missed a beat around 3.5k points and the blob just landed next to the spike and then jumped back up. It also seems like the pattern does change around 5k points with some spikes already being blocks. I would recommend moving that much earlier. At that point I was already convinced the game would never change and only kept going because I noticed the cursor and blob slowly drifted right on screen, so I wanted to see if they end up off screen at some point. :D
Nice work! I wonder if it might be improved if black projectiles couldn't be destroyed by white ones. The way it's currently set up, there's no point in ever jumping until the white projectiles show up. And afterwards, the black ones are coming too fast for this strategy anyway, so I don't think it would take anything from that.
I like the clean presentation, but I really wish the game would communicate more clearly from when to when the button needs to pressed. I think making the receiver a vertical bar instead of a square might help (although it wouldn't look as nice) and it might also be good if the receiver didn't pulsate while the button is held. That really confused me at first. Nevertheless, neat entry to the game jam. :)
This is incredible! Completely apart from the beautiful presentation, you managed to cram a really good amount of depth into a single button, and combined that with an impressive variety in enemy design. Keep it up!
Nice idea and an impressive level of polish! I think the character unlocks could be spread out a bit more though. ;) (I don't even know what they are beyond the first one, because I unlocked them all at once.) Also agree with an earlier commenter that there might be a better way to telegraph the timing of the platform, e.g. by having it flash three times before it switches like the red/blue platforms in SMM2's Super Mario World 3D style.
Neat little game! I imagine if the game was longer, the backtracking to fetch old items could get a bit tedious. It might be better (but much harder to design) if you could generally just progress (and backtrack if necessary) with the new item. That doesn't necessarily mean that each item is a straight upgrade to the previous one, but a new item could open up paths both forward and backward.
Really neat concept and an impressive amount of levels! I was just a bit confused by the Walk task, e.g. why it sometimes still shows up as Walk 0, and why some levels use "Walk 1; Walk 1" instead of just "Walk 2".