Thanks for playing and for the comment! Not sure my plans post-jam. If I continue this at all, it probably will not be for a little while. Game jams always leave me a little burnt out for a few weeks
phasmantic
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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!
Neat game! I liked the way you designed some of the levels. For example, the hidden keys were neat to find, and the platforms that broke were neat to create small "shortcuts" if the player dies were neat. Though, the gameplay seemed a bit more focused around the platforming than the monster slaying (and most of my skulls came from chests). I'd recommend adding more monsters to each room, because it took a long time to get 150 skulls. I could definitely tell you put a bit of time into the player movement, but I think a few tweaks would've been beneficial. Specifically making the base jump a bit higher (the hold jump height was fine), and making the player accelerate a bit faster when reversing directions. Overall great job though! I liked how there were several levels that it went between, to keep it from getting too stale.
I'm glad you liked the movement! A lot of the art was from asset packs made by others (which I linked on the game page). Be sure to check them out! Some of the art I made myself, but there wasn't enough time to make everything since I was participating solo. Thanks you for playing and for the comment - I'll be sure to check out your game too!
Yeah, I was hoping to make combat more of the main focus, but wasn't able to add all the enemies I had intended. To make the collection less grindy feeling, each time you hit a tree they have a chance to drop a bee on you, but I probably left the chance way too low. The mine area is definitely grindy feeling too. Maybe if I expand on the idea, I can add alternative things to do in each area? Oh yeah, I also had an idea to make it so you can steal wood from the lumberjack to trigger an optional mini-boss fight, essentially skipping most of the first zone. Maybe doing something like that in each zone could help? Not entirely sure. Thanks for the comment though! I appreciate the feedback
Thank you for playing and for the comment! Yeah, the buffer overflow comment was a last minute addition. In the original story I had in mind, there were supposed to be 2-3 more biomes, and the main character procrastinated so much that he circumnavigated the globe. The actual end of the current game is when you talk to the NPC to the left of the castle, but you essentially finished the game.
Also, the drop amount of copper was supposed to be 2-3 per deposit, but I forgot to change it before time ran out. For wood, you can kind of skip the last upgrade, which I didn't really explain very well.
Nice job finding the crystal!
Ohh leaving junk at the final position and mapping out the run would probably solve the issues I had. The main time I felt the need to reset is when I accidentally fell into the holes below the gantry, so maybe just a way to escape that would be nice (It's still very punishing to lose all the energy getting out)
I liked the art a lot, and the game is pretty good for having made the engine yourself. Unfortunately, after finishing the second level (a few times), the third level never unlocked for me, so I can't keep playing. Also, it seems like the second jump sometimes doesn't work. Hopefully these are only an issue for me - I was a bit bummed that I wasn't able to try the later levels.
I liked the concept a lot, especially the part you can lose functionality to keep playing. I didn't think the art was bad at all - don't call it a failure. I like how you can unlock "shortcuts" the further down you go, however I do think that choosing which functionality to lose is a bit difficult as all parts seem kind of necessary to continue sometimes. Maybe having more "junk" to eat scattered about could have been beneficial? Softlocking seems pretty common, so having a reset keybind would have been nice (though exiting to the menu is essentially the same thing). Overall I thought you did a nice job