Every cereal brand has 2 different options for toys, and which one you get is a coin toss. Each bar represents the market price for that toy. I was gonna lean more into that side of things but ended up running out of time lol.
moonshell31
Creator of
Recent community posts
Thank you for the feedback! There was a lot we wanted to add but didn't have time for. I agree, in the final hours of the jam when we were playtesting I felt like the player didn't have much, I don't know... direction? But I couldn't put my finger on how exactly to resolve that feeling. I definitely think your suggestions would help with that feeling.
Honestly, submitting an hour and a half before the deadline is quite solid by gamejam standards.
My initial thoughts on how it went:
- I wish the game looked better
- I wish I had spent more time playtesting
- I wish I hadn't said "good enough" so much
- Despite all that, it's lowkey really fun (not to pat myself on the back)
- I'm really looking forward to playing everyone else's games!
Mine is coffee and an apple. Not sure why, but atleast since highschool when I really need to get something done, I'll get up early in the morning, have a coffee and an apple, and then I can focus real well. Usually I'm listening to either breakcore, brown noise, or Chopin (of "Nocturne in E-flat" fame).
Progress wise, it's not going great right now. I'm sure we'll have a game by the end of it, but the game could have been much better if I had more energy the past 2 days. I've been looking forward to this all quarter, but for some reason I couldn't quite get into the groove like I have in past game jams.
But every time, it doesn't quite feel right. I never can quite get it to look and feel how I want (or even get close, for that matter). Is it a matter of experience? Or am I approaching visual design from the wrong angle?
In my last game jam, I was really happy with how it ended up looking visually. Nothing we did was technically very challenging, but the choices we made worked well. Most of that is thanks to my partner, he came up with and implemented a ton of the ideas that I didn't know how to do at the time (or even know were possible, he worked some magic on the lighting and color grading). I hope this time I can make this game look good too.
What are some of the things you consider when thinking about visual design?
For me personally, I usually I try to imagine a few seconds of the game running in as much detail as possible- imagining the buttons you press, how the characters respond, how the camera moves, etc etc. Then I try to break that down into its individual aspects (like below).
- perspective (top down, profile, 3rd person, 1st person, etc), whether to use a perspective/orthographic camera,
- how simple/complex the shapes are,
- color choice (warm/cold, vibrant/muted, dark/light)
- lighting/no lighting
- how stiff/fluid the movement should "feel" (this is more of a gameplay design consideration, but I tend to think about them in tandem)
From there, I try to make a basic scene, working from the easiest to implement to hardest to implement. Usually in the middle I'll do some gameplay programming to make sure the aesthetic fits the "feeling" of the game, and to make sure the mechanics I have in mind are feasible. If not, I'll go back and reimagine the game without the scrapped mechanics
Solid! The level design is pretty good, though the physics is a little glitchy. I found I would have the right solution in mind, but the physics engine would need a little rangling to actually do it, so I would try a bunch of other potential solutions first. The music is nice as well, it's not super grating when looped. I used the same theme in a similar way, so it was interesting seeing the different ways we approached level design
I love this! I lost track of time and ended up playing for 45 minutes. I must admit I wasn't able to beat it, I only got to the 5th room.
The combat is really well balanced (if a bit on the hard side), and the gameplay loop is naturally fun. The tutorial is just the right length, leaving you to figure out strategies and get comfortable with the character. The difficulty scales at just about the right pace. Just when you think "man, this sucks, this is so hard", you figure out some new strategy, you understand the enemy's AI more, and then you go back to thinking "man I'm a god, this game is easy", just to get hit like a truck by the next room.
The combat itself is super fun. It feels amazing to time your block perfectly and retaliate. Usually in action games, I never end up blocking (cause its either not useful or not satisfying to use), but I was blocking a lot in this game. Later on I tried a strategy of dashing in, going for a quick hit, and then getting out before they can hit back. Your time between attacks, which seemed so slow before, isn't really a problem, and the enemies can't really hit you either cause you're too fast, too cat-like. But, the enemies like to keep just enough distance so that when you dash at them, you go just a bit too far past them to hit, so there's a lot of strategy involved in how you set yourself up for an attack. I would love to know how you did the AI especially, the way the enemies coordinate to attack at the same time is so cool!
This is my favorite game I've played in the jam so far. You should consider building this out into a full game, I would definitely play it if you did.
Thanks for playing our game! All of those issues could have been fixed, and I thought about fixing them on the 27th, but I figured I didn't have enough time. I should have integrated a variable window size, and I should have spent more time in the beginning tooling the controls to make it feel good to play. I added in a mechanic where if you hold the jump button you stay in the air longer, but I guess I didn't tune it correctly. Thanks for spending the time to play it!