Feels like a classic arcade game in the best way possible, I'm reminded a bit of geometry wars playing it! I wish there was more indication where the portal was before it spawns so I can choose to stay near it if I want but that's a very minor issue. Great game!
Null Builds
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I used to develop with Flash and you nailed the vector art look those games had! The target being displayed on a phone is a nice touch and I like how you have to stop to see it. I was a little confused at first since I'm not used to assassin games expecting you to leave a rooftop or run around but it didn't take too long to realize leaving the roof was the only way to hit them. Great work!
I'm glad you enjoyed it!
There is an FOV adjustment in the video settings (start or q) or did you try that and it still wasn't enough? I'm never quite sure what to set the max FOV to on the slider. I thought about adding a roll/loop button but I figured it was best not to push my luck in the jam. Thanks for playing!
Thanks for checking it out!
I had wanted to add a target lead reticule to help show where you needed to aim since it's hard to judge the distance but I ran out of time. There's also some auto-levelling on the player that usually doesn't cause issues but I noticed there are some situations where it can make the ship move in unintuitive ways and throw off your aim so it's definitely not just you!
Building an online multiplayer game during a jam is incredibly impressive, great work! Out of curiosity, are you using Netfox/Noray or something else for the lobby system?
I don't know if it's intentional but it's genuinely hilarious that you can look up and see how much your worth above your own head!
This is extremely polished for a jam game! I also love how you integrated inventory into the physical layout of the base. I like too how the towers get more animals/icons when a bonus is being applied; although, you might want to make an outline or something too since I almost didn't notice it. Good luck with your full version!
I really like this style of game and the graphics looked beautiful! I did have some difficulty understanding how the cauldron worked though. I think I added a wrong ingredient at some point and couldn't seem to reset it back but I think bugs are to be expected in a jam so no big deal. I could really see this doing well as a multiplayer game with someone mixing potions while someone else runs out to clean. Great work!
I was a little overwhelmed at first with the tutorials and all the ingredients but I realized it wasn't as complex as it seemed and I like how much freedom you have to experiment, especially with how cheap items are. I also really appreciate that you list both the working recipes and failed recipes. I think that's critical when there are so many different combinations. The golems actually fighting and not just being a stat comparison was really cool and I imagine that wasn't easy to do in a week. Great work!
Love the look of the map screen and menus. The tilting effect when the van turns is also a nice touch! I think the pickups could use a bit more contrast against the background (mostly the blue one) but I still had a lot of fun trying to catch the storms and realizing the error of my ways picking pressure for every card. Great work!
This is the first classic point and click I've seen in a jam and it's really refreshing to see! The fact that everything was actually in 3D was also pretty neat and makes the game feel like it was made for a retro PC that couldn't quite handle realtime 3D but could just handle it for effect.
The first password was definitely the hardest which might be a bit off-putting to some but I also think that's part of the charm of these games. Great work!
Thanks for playing! I planned to give each combination a unique single-use ability that would have been triggered by pouring the potion out but I didn't have time to make the level mechanics for each so I dropped it. The impact potion would have been an explosion that knocked-back enemies and broke fragile walls (the original plan was a bit over ambitious).
Thanks for the feedback! I feel you there! I planned to have SFX, particle effects, and animation like squash and stretch for the ball when jumping but I spent way too long on the game's background systems and ran out of time. I definitely regret the jumps in the first level too. The player controller is geared for momentum-based gameplay but I designed the level like it was a traditional platformer and that makes it awkward to play.
Thanks for playing! I was just as shocked that all the shaders worked in WebGL, I was not expecting stencil buffer support (for the portal)!
There is supposed to be background music though I ran out of time to add the SFX. I'll have to look into why the background music isn't playing on Linux but I suspect the culprit is the web build. I do have a Linux machine and can look to add a native build post-jam.
Speedrunning was definitely my intention since I love games like Ghostrunner but I lost track of that with some of the level choices. If I revisit the levels post-jam, embracing momentum and removing stop-and-go sections would be a priority.
Thanks for playing! I was definitely going for a bit of difficulty encouraging players to keep their momentum but I undermined that some in the level design since, especially in the first level, I force you to stop often which resets the momentum and makes jumping harder. In hindsight, the levels should have been larger and more open with jumps falling down to lower platforms (sort of like a 3D Sonic game's level design).










Very satisfying and extremely well done! I do think the balance needs to be adjusted a bit since you can max out items long before you're even half way through but it's still pretty good for being done in such a short time!