You just get a little mid-air boost!
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Great design y'all.
I think the fact you guys included special dice was the cherry on top of an already functional jam game.
I found a little bug, I had unlimited rockets if I right clicked :P
My only nit pick is I wanna play it much faster!
But whenever I finish a game jam, the same nagging question pops into my head: When am I going to finally work on a bigger project?
I can relate to this. But I found I stopped the nagging of maybe bigger projects aren't for me. At least for now.
If you're enjoying working on a bigger project, then do that.
If you're enjoying game jams, continue to do that.
I find there's a lot of external pressures to be successful financially. But I think just being in love with the art is the most important thing. The financial stuff may just naturally come (hopefully).
I was/still am very privileged but for a time but I still had some bills to pay and jams actually were a source of income due to non-exclusive licenses.
anywho! Awesome work the past 3 years. It's been a real journey to see you develop as an artist and a designer!
There is a prebuilt Animation End you can use to detect that stuff.
I felt a really similar way when I first started gamemaker too (seeing people use all these tricks). I think there's a ton of tutorials out there that can help whip you up into shape to figure these things out.
Yeah I agree there's room for some pretty whacky stuff.
I didn't utilize the full 48 hours at all so I didn't have much time to flush out the level design sadly.
Though seein all the positive reception so far I think I'll expand it to make it a more full experience!
Also I like to think the style is this wombatish/baba is you combination hahaha!
yo this was fricken great! nice job! i really enjoyed the puzzles and the game flowed really well once I knew my jump distance.
also the key bait was wonderful.
the music and overall look really put me into a chill/puzzle solving mood so props to that.
sweet concept and level design.
it took me a while to figure out the flow of the levels though and it kinda felt like I was guessing at the start.
but once I got the gist it felt like it really opened up to some cool thoughts and planning.
Thanks for taking the time to write this out and I am glad you enjoyed it :) I'll defiantly consider some of the points you made.
For platformers I'd probably say all of of Edmund McMillen's work then obviously Celeste.
Thanks for mentioning your quibble. I kinda agree completely I think if I tinker with the project again I'll tackle that waiting problem.
edit: I just halved it it try out the idea and it feels 100% better.