Thank you! I agree, other than the train, there isn't much to do.
A quick story was planned but animating a second NPC and adding cutscenes was out of scope sadly.
Thats what I get for making a big world system, it takes a lot of time!
Thank you very much! I worked the most on the terrain, optimisation and character movement so I think that explains it!
At first the controls where supposed to be a lot more complicated, using controllers, but I gave up on it as some people might only have a keyboard in the jam. And from that I merged jumping and dashing in one key, removed the stop sliding key, as you can just press back to brake, and made the attacks target the train as soon as you are close enough.
Thank you! I tried to script it so you encounter a train right as you start to get the control in hands but I guess that wasn't really safe as people can just blast past it if they are already too fast.
The music was supposed to guide, but I couldn't make it so that it's louder when the camera faces it so it's also not really clear. If you hear music, look arround and a train is really near. I should have added a smoke system to the train, making it simpler to spot at a distance.
Thank you very much! I appreciate the feedback a lot.
I am thinking about a little plus for the mobile port that would allow you yo remove any row if you watch an ad. I'm really not a fan of ads so I'll work on it a bit more to see what can be done.
Speeding up the spawn when nothing is on screen was a suggestion I already got and I'm pretty sure it will make it into the game!
Well it's the main issue. The idea of an abstract answer to the theme was fun but the result can be unclear at first.
And the other point about the gameplay is linked to it. As it is, I really like the main gameplay loop, it's fun to mess with, not too hard, and is not too bad to understand. Making it different to try to fit the theme more in an other way than the initial idea doesn't felt right to me. So I choose to keep this idea of a musical link between physical objects and I'll hope for the best.
(Also if you look at the rules the interpretation of the theme is pretty free and doesn't really affect the rating or anything)
Exactly yes, I want something consistant for each balls. It's also why bamboos are killing the ball when they are in movement. I don't want the player to recieve mixed signals that don't match the gameplay. Like if a lucky ball goes through the hoop it gives a rainbow effect that could confuse the player if he doesn't get the next two in because of randomness.
Other than that, thank you very much!
Thank you very much! Yes it is tricky to get for sure.
I'm looking at different systems to make it more musical already. I feel like it's not gonna be easy to fit stuff in between the random tempo that the notes always have. But I'll try.
In any case I'm adding generated musical collectibles that are optional but may keep the player engaged when he wants a change of pace instead of leaving. It will also train me for music that plays on beat
Thank you!
It is actually a design choice. A bit like tetris where doing a move even if it gives points might screw you later, this does the same. But I made it really forgiving and random so it might not work very well in the long run. Usually you want to get rid of both bamboos on a row at the same time to leave as little solo bamboos as possible because it's what can end a game. But since it's very random you can have done all the worst choices and still get a good move. But it's also a risk and reward system where leaving more lines with only one bamboo will make a full screen clear easier (When you get rid of all the lines at once).
Also, moving the cells up and down means that anything is possible. You pretty much cannot loose and only the time spent give you more score. At the moment with 5 rows and 5 possible position for each, the player has 3125 possible configurations. Making it possible to try each one of them for the player. Allowing vertical movement would drasticly multiplicate this number to something that the brain will not internalize and the player would only try to mess with whatever comes to him, making thing easier as a result but harder for the player to visualize.
One way that could work would be the possibility to cycle through the lines. Like all the lines goes down by one and the last one goes on top. But you would pretty much never loose then, or only with extremely bad luck and it wouldn't feel very fair too.
I may be wrong but thoses design choices are kind of deep already for such a little game. But yes the important part might be that what you felt as a softlock was for me the loose conditions, and it does bring the fact that it is not clear enough and might not be the best as it is left to the player to restart when he doesn't find any combination that works.
I'll continue to work on it after the jam so thank you for your feedback it helps a lot to see what people do and understand about the game!