Thanks! I usually do more competitive jams where this would have been a big no-no. Thank you! I feel much better!
Potatoes Are Not Explosive
Recent community posts
omg I wish I read this sooner! You're so right! I had somehow replaced the jam version with the post-jam version. That's why I was getting so confused about what version people were playing.
The jam version is now up. It's the one with a black background. I'm so sorry for all the confusion.
Ahh shit. I just figured out why people were playing the wrong one.... I think I accidentally re-uploaded the post-jam build as the jam build. Well this is super embarrassing. I think I'm gonna forfeit this jam I really f'd up and I see no other way to proceed that doesn't look like I cheated.
People are playing my post jam version (which is the submission to a different simultaneous jam) and I think my ratings are getting inflated because of it.
I'm very sorry! If this disqualifies me I understand, just thought I'd fess up asap
Was that the "precise angle" level? Try only pulling the string back slightly and not using the wind at all.
I was this close to cutting that level but after some changes I was like "nah it's fine!" I regret it.
Waaayyy too hard right out the gate. I'm not given time to learn the mechanic before being presented with a literal wall I have to get past. The second puzzle on the other hand gives you a more controlled environment to see how the speed effects your own movement in a tangible and clear way.
I think the spikes that sink and rise would be more fair if we could see them embedded in the ground, or get some kind of telegraphing that they're about to come back up since the moment they're visible they're lethal.
Graphics look good! You get a lot of mileage out of that monochrome style. Overall I found the game kind of frustrating but I'm not really that into precision platformers.
Very snazzy UI/style.
I like how simple this game is but I almost wish there were something more to it. It seems like a player could figure out exactly how much the ball will move based on a given line and get the exact shot they want every time.
The golf clap made me laugh out loud.
Hiya there! For those that don't know me, my name is Potatoes Are Not Explosive (or just NotExplosive). I have done a shit ton of gamejams so I'm pretty good at making stuff look good in very little time. The thing that I struggle the most with is coming up with that initial concept, but once I have the vision in my head for what this game is gonna actually look like, the actual making of the thing is just an implementation detail.
I'm actually going to be making two games this week, one for this jam, and one for LOVE Jam.
Now that being said, LOVE Jam is just the weekend while this jam is a whole week. So currently my goal is to make a vertical slice of the game I'm making for this jam, and submit that to LOVE Jam. I'm also starting a day late, so this means I'm gonna be cranking out a lot of game in very little time. We'll see how that goes.
I'm reusing some assets from my game Lens for now, I don't intend to use this for the final game, I just needed something to get me started.
This is an animation test. Note that the bow squishes down as you pull back the string. I had implemented something a lot like this when I used this asset the first time, so this was actually really easy. I'm going to borrow something else from Lens, but more on that later.
Here's an example of the predictive arrow path. Not sure if this will be in the final game but it's nice to have for now and wasn't that hard to write.
Hey, since you took the time to read this, here's a bonus gif:
Completely unrelated, I just think it looks cool.
Thanks! You get that crackle if you cut the sound before the waveform hits the zero line. It's super obvious if you zoom in in Audacity (or whatever your tool of choice may be). Should be an easy fix!
Very well done, especially for a gamejam submission, although I would consider replacing that heartbeat sound effect. On headphones it has this gross "crackle" to it that I couldn't not notice.
Hiya! This appears to be because you don't have a video card, is that correct? If that's the case there's a chance the game won't run on your system at all. I can look into that bug in particular (moonshine is a third-party library the game uses for shaders, it's not at all essential to the game). I have another version posted above with moonshine disabled, let me know if this runs.
The ending is the the part your player is going to remember the most, it would be more impactful if it ties up all of the loose ends. I think if you intend to use this game as "Chapter 1" to a larger game, then you could insert more into Version 2's "Chapter 1" to lead more into the narrative you'll have included by then, if that makes sense.
I'm open for ideas for names, my working title is "Windows Adventure" which isn't that great and I kinda don't want "Windows" in the title. The in-universe OS name I'm going with for now is "Wonders NX" but I'm not exactly married to that either.
Any ideas for a title? Also feedback or whatever? I know there isn't much game here but I don't want to start making the game until I have all the systems locked in where I want them to.
Delightfully simple concept and a really well polished implementation! Although I would suggest changing your theme colors on this page. The white-on-light-blue for writing this comment is really hard to read.
I figured I'd start a thread where we can post screenshots and videos of what we have so far to get feedback.
Here's what I got so far. I have a rough idea of what the actual game will be like but I'm still looking for ways to add complexity. I'm also garbage at pixel art so that's currently what's taking me a while.