I was playing the download one. The web version is much smoother :)
Mystical_Pigeon
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Love it! Really I only have 2 complaints - I want keyboard controls for the different actions so I don't have to quickly move my mouse between different on screen icons, and I want a bit of level restart forgiveness (radish boy starts moving immediately on restart after a death, maybe if there was a "start" button?)
Very neat idea, would be a good base if you keep at it. It starts feeling repetitive after a few levels, without much being really changed up. The menus are also a bit buggy - I'm not sure what caused it, but every time I started a level I was paused and had to hit esc twice to open then close the pause menu and let the level start playing. This got to a point where the text "paused" was permanently showing on the screen.
This is a pretty fun idea. Looks good, sounds good, very easy to understand.
I echo what others have said, the movement is too stiff and the perspective is difficult to work with. I'd recommend having a bit of acceleration to the birds movements to smooth out the motion and either move the camera back, shrink the bird, or have some kind of outline to better see the pipes.
It bugs me that hitting the left/right arrow after I've moved all the way to one side triggers a jump. At first I didn't understand that's what was happening as I was jumping directly into the ceiling and losing.
Getting a point and then immediately moving left or right should have more forgiveness - maybe disable the colliders once you get a point?
Thanks for the feedback :) The gameplay definitely is too easy, I've been playing around with pickups and plotting out ideas for a few different game play mode possibilities to try and improve the difficulty. That being said, you do get blocked by your road if you aren't careful - collisions with the highway support beams or the underside of the road count just like another obstacle. I could play with the entire road becoming an obstacle, though would need a good way to signal that to the player (and personally I like that you can drive through an existing road to make a jump).
Wonderful! Yeah it's definitely not perfect, but now we're only updating 2 small chunks of the mesh per frame instead the entire mesh, and I can properly cull sections that are off-screen. Likely it's still slowing down when most or all of the meshes are on-screen, so that'll be some proper mesh optimization on top of the chunking.
Thank you so much! I do plan to work at least a bit more on it beyond the base post-jam polish, we'll see how far it goes. Those are all great suggestions. I definitely need to play with quality and want to incorporate that into the settings, the shadows bug me too. I hadn't thought of rivers, but that's an interesting idea that I think I'll explore, I could even put boats on them that act like the trains but more curvy.
I've already begun work on a collectible system. Currently I've only prototyped out 2 collectibles, 1 gives you an extra car and 1 gives you more time, but I'm definitely going to explore more game-changing ones like speed increases or invulnerability. I'm thinking that if nothing else, I want to have an alternative game mode that works similarly to what you suggested where you start with 0 cars and the player has to go out of their way to get cars on their road. From there I've got a few potential ideas:
- Each car has it's own destination and delivering that car will give you points or extra time. The timer is shared
- Each car has it's own destination and it's own timer - you get more points for delivering a car quickly to it's destination and have to avoid any car getting "stale". Would need a way for the player to switch the GPS between targets (probably want to display distance to target as well)
- There is still only 1 destination, and you get more points/time for delivering a lot of cars at once to incentivize picking up and traveling with a large convoy
I'd be curious to hear your thoughts :)
Thanks, and it was! The mesh itself is pretty simple, it's basically a line renderer that I add to every time my starting point (what you actually control) gets far enough away. I also record this info for the cars so they can sample it on a delay to more smoothly follow an ideal spoth on the path that you carve out.
The trickiest part of it was collisions. I tried just creating a mesh collider but this gave me all kinds of headaches due to it being concave when you go up and down, so instead it's a series of box colliders. Since they're boxes, the cars are more hovercrafts to avoid bouncing and they have to take a few samples of the ground to figure out what direction "up" is. This is also one of the reasons the road is so short, I was worried about creating too many colliders and crashing the game and didn't have time to figure out what a realistic limit would be.
Love the idea, and what you have here is a very nice base for an awesome game. Currently the controls are bit counter-intuitive: for moving platforms, I can click and drag but for rotations I have to click and scroll (something that is difficult to do at the same time). And it definitely needs more player feedback and juice to really sell the different inputs and when you get hit by spikes or future obstacles.
This is my kind of tower defense! Love the idea, and the way each tower controls differently. Not sure if it was intentional, but I did not like how the bow behaved if I started holding down the button too early from the last shot - once ready, instead of charging the arrow from where I clicked, it started charging/aiming from where my mouse was at the instant it became ready which felt unnatural to work around.
A few ideas that I think would feel nice, but you can take or leave: have keys to cycle between the different weapon types so you aren't clicking on a button for them, or have each available at the same time but on different towers. I know your theming was as the last remaining tower, but I think it would have played just as well if I didn't need to wait for an animation to swap items and could directly pick one of x towers to fire.
Really liked it, well done :)
I love the idea and aesthetic, but oh man those controls are touchy! I managed to beat the last level by accident haha. Would love to see this built upon with tighter physics, better controls (definitely need a way to separate jump from turning), and of course less collision problems. What you have though is really cool, well done :D
I really liked the idea here, once I figured out exactly what I was doing it was fun :) really liked the pixelated effect too. It seems there's no reason to not hold lmb so I did the whole time to win. I think your writeup on the game page doesn't have the controls listed properly, maybe something got deleted? Recommend you fix that up. Well done :)