I got 284 haha
OssoAce
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The up side of the block is arguably more useful, as I made sure that the AI trends downwards, however both sides are necessary, in case the AI does end up going too far up. Fun fact: the AI used to fly way further up, but my playtesters (my dad) found it frustrating and too hard, so I limited how high the AI could fly!
I did have a bit of an advantage, due to being in Europe. The jam started at 9AM for me, meaning that the extra hald day ended at 7PM: almost a full day! Plus, I was working 8+ hour days so I would have had 32 hours to make the game. lol, but thanks for playing it and leaving the nice comment. I've fixed the tutorial text, just right now but I can't update the game until the voting ends :(
WOWIEEEEEE! This game is really cool. I thought scratch wasn't capable of making any real games, but now I know that people like you can make INCREDIBLE games with it. The visuals are super cute, the music makes the game feel WAY more alive and I love the really nice touch of the squelch sound when the slimes jump. it makes you really feel progress as the sound of the slimes gets layered over and over. REALLY well done!
Wow! That was really cool! This game reminds me soooo much of Dani's! It's so goofy and fun as an idea, and i feel like i'm not in control of the AI, but that's what makes it so much fun! While the visuals did look absolutely superb, I did find it hard to guage depth. I don't know if you's be able to add an outline around the edges of platforms, but maybe working that out added so much more charm! Even the buggieness and unsmoothed edges just make it more interesting! This was really great!, especially for just 3 days
Hi! This game is really cool! I think the concept is great. The visuals and Music were also superb! One thing that i would experiment with is some of the cooldowns on the weapons. I feel that if you removed the cooldowns, the combat may feel a bit less frustrating, and you might be able to include even more projectiles to dodge, which might add more of a use to the walls? It's just something to think about, as I think the sound, and visuals were just sooooo good to be let down by such an easy fix. I can see that you are a great programmer! Next game jam, you'll probably recreate celeste in the first half hour lol.
I think this game is REALLY cool. I like how there is always a move the player can make, however I found the difficulty to be very hard. Maybe you could experiment with the time to select a move getting shorter and shorter as you play. This might encourage trying to beat the game in as few moves as possible. You'd have to deciede what you want to do but this is a great start, especially for 48 hours, and the art is perfect. I love the style!
Usually, I just revert back to an old position, which can be somewhat jarring when the character is in free-fall and is moving in large enough steps that it ends up floating. Overall, the video with the adjustment that I stated works well for me (: I often just ignore the slight "floating", where the character dellerates, just before hitting a surface. I don't know if it would be possible to adapt the video's system in order to feature quarter steps, like is used in mario 64. That could prevent the jarring. I'm sorry that I'm not more knowledgable on other systems, but the one in the video, maybe with a few adaptations seemed to work well for me. I actually used it in a previous game jam game (admittedly which is not as good as yours), but if you want to try it, you can play it here: https://ossoace.itch.io/find-fakes or here: https://www.zel.us/games/fake_find/. Hopefully it helps! And, I'll have a look into your system. It sounds interesting!
I LOVE this game! Everything was very intuitive, the art is cool(I havn't seen the 2d, but it's actually 3d thing before), the music is good. Really well done! I do think a counter for the deployment of die would work better than the slots though. Overall, Really good. Would like to see it expanded on!
When I programmed collisions, I always had issues with the character clipping into corners. My system checked if there would be a collision on the x-axis, and then on the y, before applying the movement, like in this video:
The problem with this system was it didn't check diagonally, so i now apply the x axis once I find it is clear, so when I check on the y, it will take the updated x position into account. Basically, rather than checking both axis and THEN applying the movement, I check on just the X, apply it, and then check the Y. I don't know if this is the issue that you had, but I watched a flawed tutorial and was stumped by this for ages. I tried implementing other, hacky solutions which kinda worked. If this is your problem then hopefully it helps, otherwise i guess I've wasted a little bit of both of our times! Hope it helps thoThis game is INSANE for pico 8, especially because you didn't have the full amount of time. The level design is really cool in how it can be solved with each of the powerups. I've tried making games in PICO8, and I spent half the time figuring out how to get it to render to the screen! Anyways, I wish I came up with this idea first, so that I could use it!
This game seems really cool! I loved the art direction and the gameplay loop. There's really nothing to critique here. Only 1 annoying thing is that the enemies' health bars can sometimes reach zero but they kill you anyway, and the fact that you cannot combine healing and damage dice in the dice to roll section. I also love the title, and how it is a play on words, the fitting music and found the game very well polished. It baffles me how you would have made this in 50 hours! Excellent work. 5 stars all around!
This game seems really cool! I loved the art direction and the gameplay loop. There's really nothing to critique here. Only 1 annoying thing is that the enemies' health bars can sometimes reach zero but they kill you anyway, and the fact that you cannot combine healing and damage dice in the dice to roll section. I also love the title, and how it is a play on words, the fitting music and found the game very well polished. It baffles me how you would have made this in 50 hours! Excellent work. 5 stars all around!
I loved the interesting concept! It cool to see what others have done with thier games! The dice inspection gimmic was cool, and not like other interpretations of the theme, and also the art is good. I assume it's svg, vector files? Only 2 things: It would be nice to add sounds and music, and I didn't see the notebook. the prompts "eat" and "pass" could have been re-worded to something else just to make the game slightly clearer. Other than those VERY easy changes, this is a great game in just 50 hours!
TYHIS IS THE BEST GAME MADE IN 1 WEEEK !!!!!!!!! This game is just ntoo good, It was giving me serious undertale vibes(one of my fav games) and it is quite similar to green mode? from that game. The graphics are phenominal, the soundtrack is also great and will forever live in my playlists and it's just too good! the difficulty was good for me on easy difficulty and it was great! My only critisism is that notes coming from the top are blocked by the icon in the centre, but that's really small. GREAT GREAT GREAT game
https://ossoace.itch.io/find-fakes Here's mine! I'm rating yours (You probably already saw mine on stream lol)
https://ossoace.itch.io/find-fakes please can u play mine (: I'd love to hear some feedback