Nice combo tracker.
NBumgardner
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A fun take on Asteroids. Being able to keep firing by holding click was helpful.
I'm probably not as big a fan of screen shake, as you may be. I think having little to no shake for damaging large golden asteroids would be good. As a player I am trying to keep a steady aim on it until it breaks and my screen keeps shaking in the process. Keeping screen shake when an asteroid breaks still makes sense to me.
I like the score keeping. For the game over screen I recommend adding a Godot Panel behind the text and score since currently the asteroids are the same shade of white as the text and score to read.
Lastly, I found the respawn mechanic interesting trying to find where is safest to respawn. You might consider allowing shooting, or create a small player-centered explosion where the invincibility ends so the player can have a little breathing room when they resume playing. It would make the game longer though. I just realized you can respawn inside an asteroid, which I find hilarious.
Speeding up the music on the last life and having a stinger to wind down at the end of the game is good. Nice work overall.
Well done on the mood an simplicity of the game. Each of the 3 obstacles has a slightly different challenged connected to a clear theme to know what each does. I was able to beat level 3 before the obstacles became too fast for me to dodge.
The retro graphics fit well too. Given more time I think reducing the screen-shake per landing hop, or an option for turning it off, would be good. Speaking of camera movement, the camera swooping down for a level preview is a nice detail for communicating to players.
The music is upbeat and catchy too. Adding audio for vehicles rushing by might be good, but I could see how it could easily overwhelm or confuse players if not treated carefully so keeping them silent for the game jam feels like the right call. Thank you for listing your tools, it sounds like you have a good grasp on how to use them.
A complete game jam with clever use of 2D sprites in a 3D level that has replayability from mastering the steering controls.
Given more time, I think the working UI's buttons could be larger to be easier to click, hide the Quit button from web builds, and add SFX to the audio sliders to be able to tell while adjusting them how much impact they have.
The white triangle pointing toward where the player faces was really helpful when turning slowly or backing up. I also enjoy how the playfulness of the leaf crunches complement the xylophone music.
A fun, mini-narrative to play in less than 10 minutes. I thought the second character would be less visibly energetic after being talked too, I was so wrapped up in the story. I especially like how the conversations have different patterns of looping.
The background songs are catchy and fit the themes of each area. SFX or playing some audio quieter while talking could smooth out the experience. The silence feels more intense, but makes a little less sense to me while inspecting inanimate objects.
Great work! Was it made solo or in a team?
A challenging arcade game, where limited space is just as dangerous as the growing number of bombs on your raft. I feel like Easy mode is good for learning, yet it also felt the most frantic to me because a wider raft gains items quickly. Maybe a taller raft would make it easier to not get blocked out of moving.
Congratulations on finishing an intuitive game with original art in just a weekend!
Interesting how you are playing as your own opponent, and destroying your own units is actually how you survive. The numbers on the grid were hard to read since they overlap the characters but the first two levels were easy enough to win by filling squares randomly. Sound effects for placing units would be nice, but the highlighting on the checkboard works really well for user feedback so its fine without it.
Nice job with the game design, sound effects, and animation! Its satisfying cleaning everything up, and it was difficult enough that I didn't get it all the first day which feels fair. The edge cases get cleaned up by each day cycle too which is nice.
A couple details I would be interested in seeing in the future:
Trash Bag Weight: Does the trash bag's fullness do anything, except limiting how much it can hold? I seemed to always run at full speed even when carrying something, and I would have more incentive to throw trash bags all the time if it helped me run faster. Then if there were more places to dump trash, I could aim at those places too if that is something you want to do with your game design.
Less Broom Teleportation: I can drop a broom on the other side of a wall, then not be able to pick it up without walking around the wall, which was kind of funny.
Infinite Doorway: Lastly, the front entrance does not have an invisible wall, so you can throw trash bags to fly off-screen, or drop your broom out of reach, which fixes itself on the next day's reset. This could also turn into a feature if you want to add windows to throw trash bags outside of the building in different ways.
Good job conveying a monotonous feeling with the soundtrack, and having the employees be vegetables was a clever choice. At first I thought "the plants are dying" was very serious because everyone is a plant.
Having the CEO event helped me find the water coolers, because at the beginning I did not understand why the fridge and food station only helped hunger, so I like the level layout.
I still don't know how to end the day without passing out though.
Great job! The game is fun and has nice minimalistic graphics, and seeing your clones help you fight was entertaining. In general it seems like an easy game since you get unlimited lives.
Possible Bug: I was able to run out of lives by crashing my ship directly into the enemy 2-7 times, and I respawned without a ship to control, as seen below. I was playing on a Google Chrome browser.













