Aw, is the web version gone? It actually worked perfectly for me, very in-sync. I was enjoying it.
mvanbaalen
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I really enjoyed this one. It's clever and could definitely be expanded.
I did run into an issue where the Inventory and Skill screens were both up, and hitting "Hide" just went to the other one, which effectively ended the game for me. But I liked it enough to retry it and play again! Also, it seems like the prices of the weapons aren't accurate? Not sure what's going on there. (Edit: There's also something about it remembering the credits you have before spending them, and you can spend them multiple times by switching screens?)
Wow! Multiplayer! I managed to play with a couple of people and it was a pretty interesting concept. You kinda pick the cheese that you lost from getting hit right back up, so shooting people didn't work that well, but it was still interesting how the whole battlefield changes as you play. This is cool!
The reason that you have to do all of that stuff is that it lets you have a bunch of people working on the same stuff, and it handles everything for you. I mean like, you can have dozens of people, hundreds even, working on the same project and same files, and it all works. As long as you follow its guidelines.
There is a bit of a learning curve. But it's not a filesharing service, that might be your confusion.
Wow! Ambitious making a game this difficult in a genre most people won't be familiar with in a game jam.
My keyboard unfortunately has no number row and without remapping, it's hard to play for real. But with what I could do, it seemed the charts were REALLY left-handed centric? I couldn't find a good position, but I'll keep trying.
It's weird that there's no song ending, and the one song is really, really, really long. But despite that, the fancy effects made me want to keep trying, and the difficulty was just right for me - I couldn't just absolutely destroy it right away. I had to really figure out my hand positions and the type of movements the game wants me to do. (Again, with a little bit of travel on my keyboard, sadly. I'll have to try it on another one.)
Sync seemed good, too, which is usually the first problem in indie rhythm games. So that's awesome. I think most keyboards won't have n-key rollover on the numbers, so some of the chords are probably impossible.
I'm curious what the team's best scores are? :)
At first I was put off by the design of this one, just seeing the thumbnail.
Then when I actually got into the game, I was hit with a wave of nostalgia. This truly nailed the look of dozens of similar shareware games that I grew up playing. Combine that with the feeling of a "complete" game with a variety of levels and challenges and I think this game ended up being my favorite of the bunch. Excellent work.
Keyboard wouldn't work since I had a gamepad plugged in, so I used that. It would cool that that worked, but there seemed to be no deadzone on the stick so it was very difficult to keep going the direction I wanted.
That being said I think this one had the most clever theme interpretation and one of the best visual designs in this jam. Totally rad skeleton skateboarder!
This really means a lot to me, thank you. I was trying to make it something that you couldn't beat your first time through, but that you FELT like you could beat it. I might have tuned it a little difficult (turns out it's hard to rate the difficulty of something you know in and out!) but I hope that even losing was enjoyable.
Yeah I had a mouse and failed to think that maybe others might not have 3 button mice. I put in camera controls with WASD late because of that, but I definitely didn't test anything other than my own setup. Sorry about that!
The contract generation is weighted pseudo-random: you should "tend" to see early game buildings early and late game buildings late, but other possibilities are out there. I don't think there's anything wrong with resetting but I can double check!
Adding the second thruster was clever - adding in the ability to stop with a cooldown made it into an interesting game. After I tried to get a high score, I spent a while just trying to see how fast I could spin, which in itself was really fun. I agree with others - I think this has great potential. Maybe instead of random debris you could make a game with set levels with predetermined debris locations and it becomes more of a puzzle game?
Literally the only game I had to give all 5s to. I can't believe how good this was. The implementation was outstanding (in Pico8 nonetheless!) and it shows a real understanding of encounter design and balance. This game was absolutely fantastic.
I love seeing your opening hand and trying to form a battle plan from that. It really deals with the issue in many RPG-style games where you just do the same thing for every fight. This game is always different and engaging. I really hope you expand this out, it's incredible.
This game checks a lot of boxes for me: rhythm games and bullet hell, and also cookies? Those are some of my favorite things!
I have to agree though, the game hurts my eyes just a bit. Not sure how to keep the aesthetic and fix that, though. Still, it's pretty fun once you get past that and gets super hectic.
Also, I don't know if this is intended, but if you hit two keys in rapid succession, you can do 180 degree turns. I assume you're changing direction state on button press but before you can actually move you can legally change to the other state.
Okay this game is actually sick. I hope it does well on the Play store because I think it has some legs there. Casual games like this are great and this one just feels so fun to play.
The only issue I had was quitting... seems like the only way to stop it is to home button -> force close?
I also wonder if the ability to "teleport" by letting go and pressing somewhere else is a feature or a bug. It sure feels fun to do, but I don't know if that was the intention.
I also have to say, that I wouldn't have understood the theme without reading the description... but once I learned what it was I found that it was absolutely brilliant. Not sure if there's a more out of the box interpretation than that!
I actually quite liked this game, and I also really enjoy the metroidvania feel on the open areas. My biggest complaint is really the controls... I dislike WASD movement (with an extra button) for platformers. Using the arrow keys plus a jump and a switch button would feel a lot more natural, to me anyway.
I also kept having collision issues, mostly annoying when I'd fall through the floor into the lava. But other than that it was quite fun!
This was pretty clever. I think a real game could come with this. Short term changes I would make would be to stick the name and number of the thing next to the actual buildings. Also, when something is going wrong (like, not enough water?) then it seems like the production displays (win/loss) just become 0, but I feel like something else should happen?
I think this could make a great browser incremental style game!
Hi everyone!
I had a lot of fun making my game for the jam, and a lot of fun playing a bunch of the entries. But I noticed that while we got a lot more entries this year than last year (by a lot!) that we don't have nearly as many ratings as we'd hope for this amount of growth.
We have another day left, and I know things are busy with the holidays, but I'd love to see a lot more ratings go through. I know every developer would be a lot happier if they could get more feedback, and the voting results would be a lot more interesting with more participation.
If everyone that worked on a game just rated two more games, we'd have enough to match last year by ratio. But even spending an hour playing and rating games can get 5 or more!
The games in the unrated section (https://itch.io/jam/game-off-2018/unrated) could also use some love. I myself am going to try to get through as many of these as I can.
It was great to do this alongside everyone. Can't wait for the results :)