Sorry, maybe I wasn't quite clear, the issue was that the weapon wasn't draggable, it did not respond to any interaction. I couldn't attach it to the weapon wheel.
notdotjson
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I was really tired when I posted the previous feedback, but essentially I clicked the area of the screen where the text said "click to continue" or similar, and instead of taking me to the weapon drops, I must have instantly selected a weapon through the click to continue text because the sprites showed up for an instant and then immediately I was back in the loadout screen (the one with the shelves where you can drag the weapons onto and off of your wheel)
Thanks for checking out my game!
Yeah, I completely agree, I didn't have anyone but me playtest the game until the jam release, so I didn't notice the many UX issues that my game had (such as the difficulty in realizing when things have rotated, or the timer that resets you back to your previous rotation with no warning)
I definitely plan on continuing to work on this project, I have so many mechanic ideas I tested and level designs that I did not have the time to finalize for this project, but I will be taking everything I learned and using it in this and future projects!
Thanks for playing my first jam game Woggy!
I was actually heavily inspired by Portal, and when I had originally set the theme for the game I had wanted to go for a mix of the regulated space of Aperture in Portal 1 and 2, and the ruined and open spaces of Portal 2 (the levels where you traverse through the 'backrooms')
Unfortunately, I did run into bit of a time planning problem and the levels came together during the last day. I definitely plan on taking that experience with me in future projects, so that I can have a more complete experience in the future.
Thanks for checking out my game, Noromon!
Yes, I agree, the visuals do need an upgrade, I learned so much from this first gamejam experience and one of those big things is making sure targets are met. I ended designing and modeling all three levels in the span of 8 hours (out of the 5 day total I worked on this) as I had been so focused on the actual rotation mechanics and other game mechanic ideas.
I definitely plan to continue working on this project! I have a lot of ideas that could flesh out the whole rotation mechanic but I'm happy I was able to make this small slice work well enough.
Thank you for playing my first gamejam game! I agree, there are a decent amount of non-friendly UX issues such as the non obvious gravity change reset after a designated period of time (I intended it to be about 5 seconds).
I will definitely be taking you and other people's feedback into consideration for this and my future projects.
Pretty cool game! I did encounter 1 issue when I hit the 4th wave, (although I don't think the wave count is related), somehow a gun upgrade was instantly selected for me and immediately the game sent me back to the loadout section, except the gun upgrade was not interactable at all.
Other than this, it played well!
Hey all Juniper Jammers!
I finished my first gamejam, and would love for anyone who has the time to check my submission out!
I only had 5 days of the jam to work on it, but I'm pretty proud of the project as a whole and would love for people to try it out and give some feedback.
I also have my GitHub link in the project description if anyone would like to take a look at the code or assets I made.
Feel free to post your gamejam entry as well, I'll give it a look and leave you a rating too!
https://notdotjson.itch.io/juniper-jam-entry
