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roobem

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A member registered 30 days ago · View creator page →

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i mostly agree with the others who have tried your game. you surely executed a pretty unique use of the theme, which i very much appreciated.

while the sound effects could be a bit more satisfactory, specially when you're destroying debris, and hitboxes could indeed be a bit more generous to the players, i think this game has the best music out of all the games i've tried so far on this jam. i really liked that aspect of the game, along with how you made it so that as time runs out, the pitch gets higher and higher, serving both as an indicator to the player and also to add a lot more tension to the endgame phase.

very creative use of the theme, and i truly love the visuals. i didn't have any performance issues past the initial loading you warn about when booting up the game. also, i think movement feels very responsive and satisfactory, as does the shooting (though i do think you could have used a more pleasant sound effect for the shotgun and it would have made it all the more appealing to blast those trash bags!)

level design was good in my opinion, the last level being the only one i didn't enjoy.

the music was very good, although i think it could have looped a bit better, because i could tell when the song was restarting, and that can be a bit distracting (at least for me), but a very cool song nevertheless.

overall, i think it's a very good game, and the best thing is that from what i read in the game's page, you already know what to improve for your next game, so that's really cool for you.

yeah spacing the gimmicks would for sure help. i'd even say you can add the spinning bin together with another gimmick, but maybe one less dangerous, cause i think at least when it comes to bombs, they deserve their own level. though adding indicators for bombs could also make it all work instantly, i think, as it would make the bombs insanely more manageable.

thanks a lot for playing! yeah, just like you said, i think we had very similar ideas for our games. papers please was actually my main inspiration for this game, at least when it comes to those new regulations that are added each day to try and spice things up, and your game also reminded me of papers please in that regard (although of course i'm not sure if you were actually inspired by it or not).

i'll try to look into that bug you're telling me about! thanks for that too.

truly a great game. i don't even have any recommendations for this one. just wanted to  tell you that you can be very proud of this game!

thanks again!

it's a fun little game. short, but entertaining.

it's greatest weakness is the lack of sound effects, i would say.

i liked this game. very good use of the theme. the story reminds me a bit of mine, actually, we even thought of the same "explosive" inconvenience, if you get what i'm saying.

that being said, my brain just melted having to pay attention to the trash piling up and at the same time checking if there were bombs coming. i think it'd be better if you added some really noticeable indicator when a bomb has been sent to you and it's about to explode, because, as it is right now, i think it's too difficult. 

also, on that same level where bombs first appear, you introduce a mechanic where you have to press buttons to get the correct bin and it all piles up and acts as a difficulty spike that's a bit hard to manage as a player.

yeah, i totally understand. it's my first game jam too and i also tried to keep my game as simple as possible.

i obviously don't know anything about your game's code, but maybe you could check if you have some kind of condition that prevents the player from moving when you are inside a fight. like for instance some can_move variable that you set to false when entering combat. i think that could be the problem because at least in my case, the moment i stopped being able to move was right after winning a battle. it was the fourth or fifth battle if i recall correctly.

i gave this game perfect marks!

my favorite so far.

puzzles are great, the scenery and visuals in general are very cohesive and good looking, and i also love BLUB. very charismatic fellow.

some people have said the controls feel weird when you are inverted, but honestly i don't know why but i didn't notice that at all. maybe i just got used to it, i don't know.

i understand the fact that the music could get repetitive if you're listening to it for a long time, but i honestly didn't spend enough time playing so that it would bother me at all, so i have no complaints in that regard either.

the only thing that i didn't like was that you couldn't get blub to become ultra fat at the end of the game, where there are tons of trash bags to eat.

congratulations on such an excellent game!

i like the idea and i think it's very interesting. also, it uses the theme fantastically, as it's based around recycling, that's the core gameplay loop actually.

what you could add to improve it is, as others have noted, a tutorial, sound effects and some more indicators for the player, in general (like telling you when you've gone bankrupt and have to restart the game, or telling you how much scrap things cost, or maybe how much you're gonna earn from delivering each order, among other things). 

i get that it's difficult to do all these things in such a short amount of time, but i'm confident implementing those would make this 10x better at the very least!

keep it up!

like others have said, the game's really great.

from the games i've tried so far on this jam, this is the one i've had the most fun with.

very creative also. the only downside, for me, is the lack of sound effects and music, but the gameplay really makes up for it.

i loved the ending also, very funny!

i had a lot of fun with your game. the music and art made it feel very relaxing and even kind of cozy for me.

if i had to give you some suggestions, then i'd say you could maybe have added some sound effects for when you shoot an enemy. also you should look up how to normalize vectors because in this case the player moves faster in diagonals, and that's often because you are not normalizing the movement vector.

overall, i liked it a lot.

i'm astonished by how polished this game is and how much stuff it has, even more when you consider it was made in only one week.

while it's true that it could use some kind of tutorial or something like that, i was able to get the hang of it after a while, and after that i found out just how well made the game is.

i'm astonished by how polished this game is and how much stuff it has, even more when you consider it was made in only one week.

while it's true that it could use some kind of tutorial or something like that, i was able to get the hang of it after a while, and after that i found out just how well made the game is.

thank you so much for playing! yeah the resolution is very low indeed. i was trying to imitate older low-poly games from the ps1 era, but i know some people aren't into that style, and i would probably have added a settings menu with the option to increase the game's resolution if i had more time to work on the game.

while it's true that the game is a little confusing and all that, i have to tell you that i get what you were trying to do and i actually think this is the most creative game on the jam, from the ones i have tried so far that is.

adding some autocomplete features and maybe bookmarking the sites you already visited, along with maybe making the screen contain the fps game and the browser at the same time (maybe each on a separate window) would make this a much better experience, i think.

this game's fantastic. i loved the art, music, and creative use of the theme

maybe the sound effects for the mini-games were lacking, but i can forgive that because of how many of those there are (and, of course, because of the time constraint imposed by the jam. i can't even comprehend how you were able to create this in such a short time).

i can tell the mini-games are really well designed because of how i was able to grasp the concept almost instantly for most of them (there was only one mini-game i didn't understand, the one where there's some "place here" indicator, but i think that's on me).

kudos!

short, but pretty good. i really liked the story, it's very original.

as others have said, you could improve the collisions because sometimes it really feels a bit unfair.

but good project, overall.

very cool. audio is wonderful and visuals too. this game's also a very creative use of the theme.

i do have to say i got stuck in the park after defeating a skeleton and couldn't move anymore.

also i didn't understand the concept of the battles very well, and i ended up insulting everyones' mamas (a classic) as that was the only option that seemed to work every time.

and, as others have noted, it's a bit counter intuitive that if you interact the player has to mandatorily stop for a second even if there is no trash near him. it kind of interrupts the flow of the game.

i also maybe would have made it so that when you are talking to an npc the timer stops, so that you don't feel pressured to skip the dialogues.

i know, however, that these issues were probably only because of how little time you had to work on the game, because overall it feels like a very polished product. congratulations for that!

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it's a good idea and i think the shooting mechanics are very well executed.

however, i didn't understand what each enemy did, and, more importantly, i really didn't understand why they were damaging me. i think the only indication that you are receiving damange is that you hear some sound effect, that admittedly gets a little annoying after a while.

in addition to having a better way to see how the enemies are damaging you, i think having a better way of showing you killed an enemy would be cool as well. right now i can't even see the kill count because it's outside of the screen for me (i think you can fix that by toggling an itch.io option that allows users to make the game full-screen).

if you keep working on this i think you can get a pretty good result, but you definitely need to address those issues in my opinion, because right now the game feels confusing, in general.

it's a cool idea, but i think you should either have less levels or introduce more new mechanics each level, because right now it gets a little repetitive after a while.

the boss fights were really cool and funny, though. i enjoyed the final boss a lot.

sound effects would really improve the experience also.

oh! and i like that you took the time to even add an endless mode too. very thoughtful!

i liked the game and found the challenge fun.

however, one or two checkpoints would have made the experience better, i think. although if the moving platforms weren't that fast i don't think you would have needed any checkpoints at all, because the game is actually not that long and in my opinion those are the only obstacles that can be really frustrating.

i didn't really understand why the oranges were there, maybe they were collectables? like the strawberries in celeste? in which case it would have been nice if you indicated how many you collected at the end of the game, like: "you managed to get 5 out of 8 oranges!" or something like that.

overall it's good considering it's your first game jam and you made it in only 2 days.

thanks for playing! 

i'm glad you liked the concept. believe it or not, when i started making the game i had the idea to mix this kind of mini-game that's based on picking things up with something like papers please, where on each level there are new regulations you have to memorize.

thanks! i'll definitely address those balance issues after the jam!

thanks for replying! i really appreciate your honesty and hope you see the ending someday. also, i totally understand the rage quit, cause losing to something you can't quite control can be very frustrating indeed.

thanks so much for playing! 

thanks for the feedback, and don't worry cause it's definitely not a skill issue. i too noticed while playtesting that sometimes it's just too difficult or straight-up impossible to catch trash that's too far away, because the player isn't fast enough. 

however, while it is a design flaw indeed, i couldn't think of a simple enough way to fix it without overscoping the project, and i was still able to beat the game comfortably while playtesting (as one can make up to 5 errors each day), so i left it as is without giving it much thought.

if it's not too much of a bother, could you tell me if you were able to beat the game despite this situation? 

in retrospect, it was a mistake not to have any playtesters other than myself, i should have asked a friend or something and im sure they would have told me if the game was too annoying to beat in this state.

thanks a lot!