Thanks for playing and for the comment. I'm not entirely sure what you're suggesting with mouse based controls, could you please elaborate?
phasmantic
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I got 214, which I can't tell if it's good or bad. I like how the rocks split into multiple when they're hit. It surprised me the first time and is a nice touch. The controls feel smooth and suitably floaty for a space game. The markers showing the asteroid direction were a nice touch, but it would've been nice to have it show only the ones heading for the space station or the direction that they were heading (as a lot of them weren't a major threat anymore). Great job overall!
Reversing into the pit should've been the only "invisible wall". I did run into a similar issue though, where sometimes the player would suddenly slow when it shouldn't, but I wasn't able to reproduce it.
With the pit, you're supposed to drive in from the left side (where the sign is pointing), and it should assist in steering if you're pressing A or D. The fuel used to be so much more punishing, but my younger brother despised it so I made the penalty much less severe.
Thanks for playing and for the feedback!
Thanks! I drew over the map with a tilemap using 8x8 pixel tiles, then hid the tilemap. I referenced a custom property/index of the tile below the player inside the function to apply friction. It was pretty easy to setup, but tedious to paint over the map. I had hoped to add an auto-tiling method to place the tiles for me, but it ended up being faster to do it manually. I also had it setup for ice, but didn't get around to making the winter map that I had originally planned to make as a third map.
Thanks for the comment! Most of the player physics is manually coded. I based some of the physics on a youtube tutorial I saw, and some of it was just adjusted until it felt right. Player collisions were initially planned, but were removed since the players were getting stuck together. And yeah, I ran out of time to add sounds, which I was pretty bummed about.
I liked the overall game and the art/models, especially the river texture, but I was having a really hard time getting any of the boxes across. I'm not sure if there are additional levels after the starting scene, but it would be neat to have had it start off easier, and then ramp up in difficulty. Also, the jump/jetpack is a bit abrupt, and might be reduced a bit too much when the player is holding a box. Neat game overall, and though I did "rage quit" I'll probably come back later to give it a second try.
I liked the ending. Having the other words wipe away was kind of funny. I liked the main character and the little roll animation. The beginning screen was also pretty cool. Only thing is that sometimes the movement was too fast, and I fell off (which I guess was the point of the reset), and occasionally I glitched it and the characters started rolling in mid-air. These issues weren't too game-breaking, and I was able to get to the end. Nice job overall!
Neat game overall! I thought the idea of protecting little areas and upgrading them so that the zombies couldn't get to them. The achievements were a very nice touch, and the ending little cutscene thing was cool.
The only things I thought that could've been better was that it was very hard to explore without the cars from being destroyed by zombies. Showing the current health of the cars would be helpful. Also, at the beginning of each run, I had to rush to the axe and back, and usually the car was almost destroyed by the time I returned. Maybe making the cars being destroyed not end the run, or increasing the player movement could help.
Overall, I thought you did a really nice job, and I liked some of the small touches that you included. The ending was satisfying to see.
Fun game! I thought that the gray can upgrade progressed way too fast, and the first two upgrades (the music and the tan can) were a bit too slow, but other than that it was somewhat enjoyable. I played for about 3.5 hours (1.5ish actively), and tried to get all the upgrades, but after maxing both the shops, I couldn't get enough music and the first can-thing resource to upgrade everything fully. Needing 16000 is a lot when I only get 54 every 15 seconds (letting it idle). In comparison, I got 9999k gray cans way before I fully upgraded anything else. The only other suggestion I have is making the ads popup on the side instead of covering the whole screen, or at least making them automatically close after finishing.
Aside from a bit of rebalancing, I though the game was really cool. It reminded me of the April fools discord clicker game. Nice job! I'm excited to see how it turns out if you keep updating it post jam (as it seemed in the game that you plan to).
Nah, you didn't miss anything. The red crystal is just something I just left in because I thought it was fun to find. The bee's are definitely annoying to deal with without the air attack - that was somewhat intentional, to make the upgrades feel more beneficial. The air attack is kind of useless without the bees. Thanks for playing!
Thank you for the feedback! I'm not entirely sure the best way to adjust the camera. Do you think that it should follow the player faster or slower? Also, do you mean that it's jittery, or just that its smoothed too much? On my computer when I jump in the forest the background doesn't shift at all - only the foreground moves. Thanks again for the feedback and for playing!
Beautiful game! Great job with the art, music, and gameplay in general. Very impressive, especially considering the time constraints. Only thing is that I wish there were a WASD option for the movement, and there was a broken block near the front (if you land on it, the character keeps falling). Checkpoints would also be nice, but I get that this game is supposed to be a bit punishing if you mess up. This is probably my favorite jam game so far! Great job!





