A fun little experience, although it's sad the unremarkable robe smells bad :C
Apart from the fact that when you shoot you have to release the screen then press again to move, it works well.
Nice story :D
A fun little experience, although it's sad the unremarkable robe smells bad :C
Apart from the fact that when you shoot you have to release the screen then press again to move, it works well.
Nice story :D
Very simple and effective game, and great ending ! An interesting twist of an overused genre, halfway between a cookie clicker and a visual novel.
Like others a longer experience would be nice, but overall i quite liked it, good job !
Interesting mechanic, and interesting theme usage. I really feel that with the proper tutorial and some well made levels it could be a great puzzle game !
When you move towards a wall you already touch it blocks you, but it's the only bug i found.
Really loved the sounds ! xD
I had some difficulties understanding the controls, but once i did i played for quite some time ! (i reached about 250 deaths when i stopped)
Even though the generation sometimes make the level completely impossible, it usually works quite well. I love the new mechanics the further you go in the game.
The controls are a bit hard but at some point you get used to it.
Also, what the heck happened on the menus ? xD
Overall really well made ! I wish to see a more complete and polished version of this, it is quite fun to play. Really made me think of a mix between Ultimate Horse Chicken and INK, well done !
Thanks a lot !
Originally you weren't supposed to be able to deactivate it, but as it was so difficult to play i added the toggle. However i think with proper feedback it should be playable, i'll keep it in the postjam version.
I'm currently working on that postjam version, adding more models, weapons, sounds, etc !
Thank you !
I planned to have a story, BuzzMan stole GrandMa's robe and you must get it back, but i barely got the time to make a simple drawing to tell the story.
Thanks for the models, they're the main reason why i didn't got the time to finish the rest, spent about a quarter of the jam on them ^^
I will continue to update the game as i still work on it, if you're interested in more crazy gun fight come back in some days ! ;)
Thanks a lot ! There's indeed a plot but i didn't had the time to impelment it, i had planned an animation at the start to explain that effectively buzzman stole the grandma's robe, and you must kill his flying hamster army then fight him to get your robe back, but i barely got the time in the last 5 minutes to add a quick drawing with the story, it stays on the screen for only 2 seconds though so very hard to read and see xD
Yeah there should be more explanation on what's going on with the nyan cats but at least it works decently ^^
I plan on adding more sound effects, and making them 3D because right now they're not (no distance attenuation and no panning), didn't took the time to throw a rock or metal music in it, but definitely will !
I will continue to work on it until it feels finished, adding models to everything, more weapons, more enemies, etc
I'm not sure i understood the treasure room riddle, i think i kinda did, though i found how to reach the end of the level, but for the next step i had to try like 4 times before the first door would actually let me through.
Anyway i reached the end of the story, which was cool ;)
The music loop is a bit short like some people said but it is sufficient i believe, it gives a good atmosphere to the game. The SFX could use some more work but they sure are of decent quality.
The graphics are really polished, good job !
If I were to give some advice i would say to work on the level design primarly, especially since the playable area is not what you see, i kinda played all the levels walking against everything i could.
Also the hitbox of the player against spikes is kinda huge, maybe consider reducing its size.
Overall you did a great job, congrats !
My only complaint would be that ingredients disappear when going too far outside the screen even when you have them on your sandwich.
I will just paste that here and let that speak for how i appreciated the game
The map is gigantic ! It was a bit easy to find the boat though, like a boat it is on a coast just have to run around the island, when most of the risk is inside the land, but i would really see some other mechanics, almost some kind or survival like this, feels great, the aesthetics is awesome, the osunds deserve some work, but overall it's a great game, good job !
(Just realised the length of the answer, welp, reading ahead)
Thanks ! Made the music and sounds during the 48 hours, as well as all other assets in fact. Didn't had any sound effects on the menu so i just thought making that weir "uni" sound repeating over and over, also it would make the player wants to play as listening to it for too long starts to be uncomfortable xD
- Well holding the button charges the bar, if the bar reaches 50%, then you have to get at least 50% score in the minigame, if you get less you will lose. It is sort of a bet on how well you will succeed. But yeah only the blue one i won't always do full bar length too.
- It's kind of the same issue in fact, the design was supposed to make the minigames hard, and the goal wasn't to finish them, in fact, getting 100% in them should have been really hard. Though balancing the minigame was kind hard as 3 of them were made in the last 10 hours. The blue one was the first one and that's kinda why the difficulty is a bit more intersting on it, the other ones i barely had time to test.
- Yeah i noticed that too, when i was brainstorming i didn't thought of Mario Party at all, but later in development i thought about it too. And i agree about having more minigames, though the first idea i got was making everything timed, the game was supposed to be to go as fast as you can (though it wouldn't give more point to go fast in several parts), but as there was no UI i choose to limit time only in minigames. With the time constraint in the rest of the game i find doing the same game less repetitive, but yeah would definitely do more if i am to continue this.
- The other two being mostly just brainless spam clicking it makes sense, tried to make them funny to counter that but yeah might want to try to find versions with a bit more thinking involved.
- Those are indeed bugs, the balls AFAIK were working ok, but it doesn't surprise me as i had to stop working on the rumor minigame to go to cats, but they also came with their bugs, the initial goal with cats was to make a whole bunch of it, though i didn't had time to fix overlapping cats unfortunately, was supposed to have way more cats but the best i could do was just reduce the number of cats so that it would limit the amount of overlaping ones. Could have jsut prevent the audio from playing on collision when on the ground but overlapping is also generating points so this way the player avoid "cheating" the minigame because it's just so annoying xD
- I spent all my time working on minigames and some other things and yeah some tutorial is really missing, and quite a lot of feedback on what you're doing too. For the minigames yeah it could be good to let player try out the minigame before actually playing it, but as i kinda want to keep the aspect of being pressed by time, and keep the minigame quite short, i see it more like on the main menu you could try all the minigames without time constraints.
- Might be indeed, though as there's nothing else than the minigames, it only reset your score, and that's kinda where i want to go with the holding button for more points, it's to make the player bet, if he charges very little he won't gain much, if he charges a lot and fail to complete the minigame then it's not like the player didn't had chance and the game choosed to impose such a hard time, the player himself would choose his difficulty. That's why i'm kinda ok with losing being harsh.
Thanks a lot for the feedback, did my best to do as much as i could, though i did watched movies during the 48h so i guess i could have done more but gotta rest sometimes ^^
figured for the cup under though the jump above i can't even go past half the spike pit so i thought i was doing something wrong, and yeah you really don't have that much time before you gotta pickup the mug again
I feel like it only misses some mechanic to make it a bit more game, it is super hard not to murder all your friends while you were trying to heal one, but it's an intersting mechanic, if understanding how to move, make friends and all was easy enough, it wasn't really clear what i had to do and that the acutal challenge was trying not to kill my friends,
which is too bad cause it's fun to cause self destruction.
Maybe you could trying using a grid for the character movement, as it would make everything more about strategy than trying to block people on the edge of a block or having issue because they pushed each other into the walls (happened a few times that i got someone stuck inside one)
Also, the end shouldn't be hidden as there's no time limit, threats other than yourself or treasures lying around, exploration isn't really attractive, before i found there was a place to end, i thought that i had to try and recruit everyone, and that it would only end when all the people alive are my friends.
Took the bet to play without reading any instructions, after i few tries i found out how to enter a bot, after that the difficulty wasn't too high, completed the whole thing in my first try, but it was really great and intense, it is quite polished and rushing to an enemy, trying to make a shot worth it is a great feeling.
I'm not sure i really understood how the health worked, do i have a different healthbar per robot ?
The only thing i found was a bit underdesigned was the levels, when you play you're really moving in all the directions, you're getting in robots, which have their own orientation then you spawn back in bullet where you shot, it is really easy to lose orientation, and several levels i didn't knew where the next part was, so i went back a little before understanding where i was, so maybe some kind of map or objective compass or something could help a bit with that.
Also i'm almost sure the buttons spawned an enemy but again i didn't really understood what happened, try doing like in the portal games, where the buttons have either a symbol or a visual "cable" type of thing to connect them to whatever they do.
Anyway, had a lot of fun and the gameplay feels great, very good job !
I didn't understood how i was supposed to finish the third screen so i don't know what i missed, could you help me out ? i don't really wanna rate until i've played a bit more since there really was only the introduction then got stuck
I don't know if i was the only one to have this issue but the image was kind of stuttering, when moving it was even more weird, like i had the previous frame right before each new frame, it made it a little harder to follow the movement.
Otherwise i like the idea of charging, though i didn't really saw the point here, as charging only throw it a little further and faster, it won't help you kill more enemies that are aligned (which is a shame because it would feel great) plus the further the bullet goes the slower you can shoot so the game actually makes playing close to enemies better.
Though it is quite intense to dive in a swarm and try to avoid everything, i beleive charging should help you make your bullet pierce through enemies, or it could make it bounce off objects. Some slowmo when close to a lot of bullets/enemies could be cool too.
The controls felt pretty great, would have loved a bit bigger level, doing some parkour while trying to dodge hoping for your bullet to catch up would feel amazing.
Lastly i would recommend to do something to be able to differentiate the projectiles, like some color or else to know which follows you and which don't.
So it seems others were able to go look for weapons, i wonder how since i was moving so slow i could at the furthest get to see a bow before diying, rolling did nothing but an animation, spamming the enemy with bare fist would in some condition, kind of block the attacks ? as long as i wasn't moving nor that i stopped spamming i wouldn't get killed.
Now the graphics are really cool, though you should keep in mind that this is a game jam about game design, hence judging gameplay way more than musics, sound effects (which by the way kill the audio when i spam), or visual style (except if any of those are part of the gameplay of course).
Problem here for me is that i can't even try any weapons as reaching them is impossible, i can't run away from the monster as he runs way faster than me, can't hit it though he would kill with great ease. Tested on both chrome and firefox, both were the same i just couldn't move more than 6 tiles before ending up dead. Got only one thing to do : keep dying (maybe that's the plot twist and nobody saw it coming).
Also after several restart the character wouldn't respawn and the game was blocked
It feels like some core mechanic is missing, and i'm not sure where you wanted to go, were you aiming at time constraint ? or some monster following you, catching up with you when carrying something too heavy ?
The controls are a bit buggy, seems like you don't handle the key release events, when you start walking in a direction you won't stop unless all keys are released, sometimes you can without releasing go from horizontal or vertical to diagonal, but it makes the movement kinda hard
Otherwise the concept is interesting, the fact you can't get the previous item you had back (if it's not a bug) could be an interesting mechanic, i wonder what are the things you didn't had time to do, some bugfix and some more work on gameplay and could be good !
The style of the game is good looking, the movement are working though they could be improved, especially the jump, and the level design is... Not puzzles ? I mean, the most complex it gets is go to one door then come back, the rest is pretty much going forward.
BUT the mechanics, there's quite a lot of them, and they all seem to work great, plus, you got everything you need to make intersting levels, the buttons to block doors being pushable several times could be a great twist to typical platformers since you can't just jump over it to avoid pressing it again.
Overall it feels you were lacking time for the level design and i strongly suggest to continue developing and finding the best ways to use those mechanics, maybe add some - be careful not to add too much as it could ruin the feeling - good job and wish you luck
so you got to understand that you start without the boots, that they teleport to a random place each time you jump, or just fell on the ground, that you can fell from the level, including when running toward the camera which makes me wonder how am i suppose not to fell at some point, once you got that you can start trying to jump on the guy, though i couldn't figure how you control the idreciton of the jump, each time i just go in a direction then the character moves on its own in impredictable ways, i did manage to get really close to it but i died because i touched a little under the head i guess, and then after some restart the level just didn't contained an enemy.
The concept have some potential, though it might not be the way to exploit it, right now the only way i found to make that jump potientially possible, is to make the monster look either to the right or left, then hope for the best. It deserves some thinking though i believe some mechanics could be found.
The concept is interesting, though the AI of the prof doesn't really fit the way you can play, as you can't move while you have the bullet and the time between waves of attack is really short the gameplay is pretty much waiting at some safe place the boss would randomly move to some place you can shoot at him then shoot and run while hoping for the best, took me four shots to get him the first two missed because he teleported i guess ? or did he had several hit points ?
To fix the mono issue just copy paste the folder from another unity project, it works
Though i've tried several times and the only thing i could figure out how to do was to grab things, i couldn't understand how the camera worked, nor how i was supposed to launch the probe as i couldn't even grab it, didn't seemed like there was any place to do such a thing as launch it, so yeah i couldn't get to play more than walking around and grab some stuff
The idea is cool but uh, didn't you mistextured the super slippery ice with sand and wood textures ?
I mean it's really hard to stop where you want, or even just to rotate the character without moving him since the slightest movement last a long time. Plus i have to agree crossing the bumpers and stick is a weird way to go, it wasn't that hard to get used too though.
The triggers in the air could have been a little more obvious, as i thought it was the moon or some planet at first, tried for a couple minute to pass the first room when i accidently hitted it, but then it took me a couple other tries to figure out that this elements moving as fast as the background isn't part of the background actually.
So yeah the concept is interesting but i feel like there's still some work to do on polishing the sprites' origin, collisions, movement, enemy pattern, and level design which seems a little rushed.
I am sorry if i went a little hard on you on this one ^^"
Quite original, the mechanics are interesting though it's not really easy to understand how they work, for instance when you die from certain things the doors reset, when you die from other things they don't.
I'm not sure how i was supposed to finish the last level but the way i did it felt almost liek an exploit, was i supposed to trap myself in the portal room, then teleport the checkpoint back so the triangle could enter, kill me, come back, do a trickshot to get the flag on the right side then another tricky move to pick it up and throw it at the top before the triangle hitted me ?
Anyway it is quite polished, some collisions issues with doors trapping you inside of them, otherwise good job !
as you say in the credits there are a few bugs, but the game works pretty much, with polish you could make some kind of puzzle platformer in which you don't control the direction but only the speed of it, good job for a first game ;)
There are some balance issues and it's a bit missing sounds but the design is incredible, the concept is really great and it is well executed !
I believe it was a bug but i went from lvl 15 to 25 or so without seeing a single enemy, the levels were just chaining.
The different weapons are intersting and the map changing makes each of them better or worse which is something only a few games have, when you have lots of walls you better have the bouncing weapon, while the missile is really powerfull if the enemies are packed, etc.
Great job !
Yeah, focusing on gameplay rather than level design is a good choice, if the gameplay is well polished making more levels should be way easier than if you have to fight against the gameplay to make the level work
So uh, i went quite far but i didn't finished all level, some are really difficult and i only solved them with luck, some are quite simple, but the main mechanic is intersting, though i feel like it rapidly become really hard, and that there's no a lot to learn to progress, different tricks to do certain type of alignement, but it's about it.
It makes a good puzzle game though, one of the only entries i didn't finished.
The graphic style is simple but effective and gives room to them complexity of the moves you gotta do.
I don't really have a lot to say except that you made real hard levels here
I'm not sure if i'm doing something wrong, managed to connect after some research, the client you provided didn't worked for me (win 10 64bit), went through the windows prompt, spammed for more than two minutes the L key, absolutely nothing encountered then the exit, it said "one down" then it disconnect, tried to connect again, finished the same empty level again, and it disconnected again.
The controls are well balanced, i agree going fast feels better, but i believe the rocket spins a too slowly, the faster you go the faster you would need to change direction, and since it spins quite slowly you can't really go that fast rn.
Very effective design, would love to see some attractive points, would make things less a straight line and it could be a great way to bring more difficulty if you add more levels rather than just having to go faster or being ultra precise
well yeah it's better to exagerate (at least a bit) because for isntance when i got the whale, i got in the water and grabbed to whale then started swimming, but i didn't understood that it was the whale power, i tried dropping it but then i sunk lower than were the whale landed and had to restart, the beaver was clear though, and the end of the level was good enough, though a bit cramped, had a difficult moment grabbing the right animal.
Also should probably add an info of how many animals you got, for the fox for instance i could have missed it and wonder about where the last one is, and it would be better for bigger levels if you have this, the larger it gets the more frustrating it would be to see the level doesn't ends when you thought you brought every animals
Yeah the cat one had a massive redesign last minute because of bugs i could fix in time, you were supposed to drag them and give them inertia, but that mechanic made it possible to do things that were just to hard to balance and i had a few bugs so i just gave them a random inertia when clicked, there was supposed to be more cats but the generation makes them spawn on top of each other and to make it work better was too long so yeah, tried my best to save the shot