According to ChatGPT that is a windows error saying it can't find the file. Maybe redownload it to the downloads folder or something? I honestly don't know. Sorry
Milantique
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Thanks. I am glad you enjoyed it.
The trampoline of shame was basically my last minute fix to getting people to next section. I guess I was too close to the project cuz the parts I thought people would breeze by, they got stuck on.
I have been thinking on how to make a platformer have difficulty levels. And I think I will try having invisible platforms that only appear depending on the difficulty level in my next game jam.
Thanks. I am glad you enjoyed part of it. Funny but too hard seems to be the consensus so at least I got half of it right. lol
I planned on more characters to interact with but I was burned out at that stage and I didn't have that many ideas beyond what I made.
With the dialog, the code is written as you press E then there is like a 1 second delay then you press E again to exit. Nothing is prompted. If its not exiting after that then I don't know. lol. Something else must of turned a boolean on or off.
I did love the momentumness of the controls. I think a tighter level will compliment that more like if you have a long rectangle stretch of road leading up to a large gap the player is encourage to gain speed to make the jump. While if you had a large square road the player is encouraged to explore slowly.
I do like giving the player room to explore but I just found it easier to not be in the box to do so. Look up the game Pilfer: Story of Light. It also has momentumness to it and especially with the bonus levels, thats the kind of level I am talking about.
The controls are swapped for some reason. If you choose one, in the settings, it picks the other. Also why is Z,Q,S,D an option? Is there a keyboard or way of playing I don't know about? A bit of frustration to start but moving on.
The visuals and music is amazing. The stone gnome guy is adorable. I enjoyed the puzzles. Overall this is a fantastic game. Great job
I did look through the comments for the answer to the final puzzle. I don't like that one way you lose and the other way you win. I went right the first time so I thought that wasn't the answer. Rather I think instead of a lose screen, make the player take the long walk around. That way its punishment but doesnt deter the player from discovery.
Took me a bit to figure out what the game is. But its a number go up, cozy, organizing type game. It really is a puzzle to combo things so you can meet the quota while having enough money to get new items to get more money. Spend money to make money type of game. I like it.
I would take out the timer or have a separate mode with a timer. Cuz a lot of the time I wasted was me reading what each item did. I was surprised when organizing the items to see a giant hand come down and say I lose. lol. If this was a full game where I would play enough to remember what each item did by looking at them then I would want a timer. But as a game jam game, I am not gona be playing that much so the timer only added unnecessary stress while learning the game.
This is really nice. It's hard to have a car game where the movement is easy to use while also still feeling like a car and I think you did a great job with this. And it really does feel and sound like a toy car. The levels are pretty clever too. I love being a small thing in a big world. Like Tiny Kin
I am much more of a 3D platformer than a racing gamer. Like I really wish someone would remake Bumper Wars. Anyways I think car games like these are more fun. Great job
But go easy on the fresnel or the metallic, whichever is giving off that white shine with all the environment pieces.
O you know what. This makes me think of crash team racing. That's why it feels so familiar. Great job. I love that game over Mario Kart.



