Foddian domino puzzle game? I could see the potential. Maybe a timer to add some speedrunning pressure, and maybe some more juice and longer levels so it feels more devastating when things go wrong, and more satisfying when things go right.
Pyrious
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The way it’s currently coded, your chances of being offered your first starter pack increase by 20% every level until 100% on the 6th level. It sounds like that’s not a strong enough guarantee when considering that some players will low-roll. I’ll definitely make sure to tune that for the post-jam update!
I wonder how other roguelikes are playtested though; it seems like it’s hard to test low / high-rolls without playing through a ton of runs.
I really like the cover art and graphics! And I can steal the shader for myself because it’s CC0 licensed :)
In terms of gameplay, I would have liked an indicator for when a molecule is about to spawn in (plus its initial direction). A cheap way to do that would be to reduce initial speed and add some acceleration up to a max speed.
I like the audio and the concept. I have some constructive criticism that is hopefully welcome:
- The problem with the 3rd level is that the earlier levels fail to teach the player the necessary mechanics. It’s (effectively) the first time you see a blue dot with an arrow become a red dot, and the first time you have to make sure two red dots collide with each other, and the first time you have to intentionally destroy yourself on a red dot.
- The slowdown while aiming looks cool, but it feels like I’m being tested more on my aim than my problem-solving skills.
This is a very polished game for a Bevy jam, especially for a team of one. Great graphics, sound effects, and tutorial. I would have loved an ending for a sense of completion.
Minor criticism for the tutorial: It spent a lot of time explaining “obvious” mechanics, and then left me confused on the emotion spreading mechanic, which is the one thing that is (IMO) not obvious.
Interesting idea, I love the music and the flavor text. It took a while to figure out how the game worked without reading instructions, but that’s fine. My main complaint with the game design is it seems there isn’t much room for skill expression once you understand how the game works, you just wait for Donnie, buy, spam tacos, sell, and end up with ~$50,000.
Loved the audio and the tutorial. It seems like the level design afterwards is unfinished though, which is too bad: I think the game could have gone to some interesting places using the core mechanics introduced.
Also, I noticed a minor bug: When you chain the boomerang between two nearby enemies, you can’t continue the chain any further.
Thanks!
The missile dodging isn’t intentional. I wanted to adjust the homing behavior to be unavoidable while still having a stabilization jitter effect, but I had to prioritize other work before the deadline (because missiles still turn back around and hit you, so it’s not a big deal). Although now that I think about it, you can probably fully dodge the fireball in the last fight, lol.
Regarding reactor order, I was thinking it would be nice to display a preview of what will happen if you play a module when you hover over it, like where it will be inserted and how the reactor will activate.
The enemy ship getting away every time is intentional, lore-wise you’re “pursuing” the same enemy ship until you finally manage to defeat it. Of course, in reality this is an excuse to save time drawing a bunch of different enemy ships :)
I’m planning to readjust the balance in a post-jam update, so hopefully you’ll find a more interesting challenge then.
Thanks! I tuned the game to be easier than I would otherwise for the jam, so that all players can enjoy the full experience in a short period of time. I do like the idea of rewarding longer chains, maybe I could make flux equal to the length of the longest chain instead?
Also note that you can discard up to 5 cards from your hand per turn to draw new ones, which should help mitigate the pool dilution from adding new cards to your deck to a certain extent. Even then, I’d like to give the player even more “reroll” power to tune this further. This would also allow making starter and fireball cards rarer without it feeling bad.
I’m glad you liked the game! :)
I got $15 from a 25-second gravity-defying stunt :) (I slid down a wall for 25 seconds)
The bicycle controller is fun, and the map is pretty nice. I would have liked a little more oomph and chaos (rocket boost? destructible objects? etc.), and maybe some reward for “breaking” the game, like some cash or a powerup on the roof of a building. The game is already very complete for 9 days of work, though.
Yeah, the game is definitely designed to be played with a mouse (or gamepad) and would be a challenge on touchpad.
I have a ton of deckbuilder experience personally, so to me discarding cards from your deck being OP is a pretty natural thing, but I’m sure it’s counterintuitive for players who are less experienced in the genre.
About card descriptions, it’s not so much intentional, and moreso that I wrote them all at 4am on the final day after adding most of the actual game content + playtesting + balancing etc :’)
Glad you enjoyed the game!
Cool concept. It seems like there’s not much reason to use different notes, so you don’t really end up with a melody, and once you get the right sequence of kicks and snares there’s not much left to do. It may be a good idea to include a timer and an eventual end so that players can be self-motivated to try to avoid bumping into walls to optimize their time, plus track some other stats for more things to try to optimize.
I think the pause is when the music track loops. I tried to iron out all of the music syncing-related issues but that one remained. EDIT: This will be fixed post-jam :)
Dance card descriptions definitely should have been more explanatory. “Splits” doesn’t move but it gives you heavy contact damage and immunity for nearly the entire duration the card is active.
I was surprised to discover that the eyes in the background aren’t just a static image. The VFX and sound design for the eyes is top notch, and the writing is pretty good too. The UI is plain but surprisingly complete for a Bevy game. Reminds me of The Talos Principle. Also I see we interpreted the theme in the same way c:
As for the nitpicks: the ambient background audio gets repetitive after a while; the player model looks out of place with the rest of the game; and the puzzle difficulty spikes way too hard (even if this wasn’t a jam game), especially with the rotating tiles.
Also I found a crash: I tried to change to a different level during an ongoing level transition, and got “Attempting to create an EntityCommands for entity … which doesn’t exist”. But the game remembered my progress on refresh, which is great.
EDIT: I see this is already a known issue :)
Sure! The source code is here. We actually use the audio instance instead of a timer to drive gameplay, which keeps gameplay in sync with the music at all times. The exact BPM of the song is specified in a config file, and then we have a helper run condition called on_beat
(which is actually on every eighth-beat, for extra granularity).
I get a WGPU validation error trying to run this game on Linux + Firefox v128.0 (bevy bug). Using Chromium instead worked for me.
Music and SFX would make a big difference for this type of game, and the character controller could be improved. Also it took me some time to understand that air dashing targetted the nearest dweeb.
It’s a simple game, but it could be a cute little experience with some better presentation.
My strategy is to just connect to portals at the start, then aggressively rewire portal in-degrees to exactly 3 in the mid game, and then just put out fires short-term in the late game by placing more roads until the 3-portals inevitably overflow.
EDIT: Got 3387 but at the very end I hit the road limit that I didn’t know existed.
Incredibly impressive work for a single person in 9 days.
I only played on normal mode, but it seemed like the optimal strategy was to dig out a semi-square centered on the entrance to the mines + try to avoid digging metals, and then spam build towers right by the camp. Once you figure that out there isn’t much else to optimize, so it seems like there’s some missing complexity (different types of towers, or some other source of complexity) – but obviously this is a jam game.
This may be overly ambitious for a jam game, but I like the idea. I like the idea so much that I actually already have an eerily similar WIP non-jam game (top-down shooter, play as a hooded mage holding a staff, fight trees / rocks / enemies for resources and recipes, craft weapons).
Being able to drop items is an important missing feature, or maybe I just couldn’t figure out how.
This game makes good usage of risk vs reward, and it has potential to be a nice small game. However, it is basically unplayable because of 3 easy-to-fix issues (which have been mentioned already but anyways):
- Either the camera should rotate with facing, or movement should be independent of facing – WASD directions should never desync from the camera’s axes.
- The bullet sound effect shouldn’t be layered x100 when you shoot 100 bullets at a time. Maybe increase the volume of the sound effect instead (with an upper bound), or limit the number of copies of the sound per shot to a small number.
- The icon name popup should have a mostly or fully transparent background.
Fun game! The interactive environment is a nice and important touch. I feel like a little more friction for the earlier levels might have been nice while learning the game, since you can’t move the cannon yet so there’s a lot of leftwards sliding when the pieces land.
Also a couple of tiny nitpicks:
- Retry should reset the camera position (I went really high and then had to wait for the camera to come all the way back down)
- Z-index seems to be slightly off for some things in relation to the cannon: