You know? I don't think the Parappa vibe was intentional on our part, but I can totally see it. *makes notes for future*
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The game did run for me, unlike the others, but unfortunately it's...a little bit opaque as a game.
Not all card effects are clear, even after playing them, to start with. Not all places I can play a card are equal and I don't know what many of the values mean.
"Fear" is explicitly explained by the directions. Okay!
"Funds" are explained as well. Also okay!
But what is "Heal" (or heat? the font is kinda wonky)? What is connections? What is the diffrence between "Corruption" and "Corruption?" About the only card I was 100% sure on is that drawing death always kills you.
So I was able to run the game fine (though it did crash on me once after firing my weapon) and made it to the end, having gotten the "Collector" ending. It's okay! It's a complete beginning-to-end product and that's something to be proud of! I think if I had to critique one thing about it, it'd be to please choose a song that's longer than four notes next time >.<
This here is a high-quality game jam submission! It's well-made, well-designed, and fun to play. If I had to give any constructive criticism, it'd be that the solution to the picture puzzle was maybe a little too easily overlooked, but on balance this is still superb as a 48 hour game.
A good use of prompt!
I think the only thing I would change in it is to have made the swapping between layers manual, rather than automatic, as it started to give me a headache before long. Solid concept though, and I wouldn't be opposed to seeing it more developed!
So as of writing this, you've got the best submission I've playerd so far. The theming was well thought out, the mechanics were consistent, and the application itself runs as expected. There are a few little touches I really liked, like how you dim the screen to ease the transition between frames and how you found a song with the right BPM so it's almost a rythym game.
The one weakness this game had for me was some of it's telegraphing, specifically things like guard sight lines and who saw me at a given point, but otherwise this is top shelf stuff.
This game is cute! And well-put together, to boot!
It's simple, but it plays well and is easy to understand for what it is. I was impressed by how well differentiated all the wizards were and how none of them felt over or underpowered relative to each other. I was especially worried about the poison wizard who I thought might suffer from unreachable dead zones, but it seems like you thought of that!
Also hey good job on making the slimes a random color every time! They were the cutest!
I've have a soft spot for complex, user-unfriendly ASCII games ever since Dwarf Fortress and you know what? You tickled that soft spot just a little bit.
There isn't much to this, content-wise, and what is here is complicated, opaque, and I had to rate it low based on the criteria of the Jam, but you know what? I still enjoyed it.
Hey dude! It's a shame about that error; I actually very nearly fell prey to the exact same problem XD
This game is stressful, man. It's a lot of clicking on stuff that's coming up faster than I can keep up with it and there's no end goal in sight. I did find the grass propagation pretty cool though!
A decent shot at trying to capture the spirit of the prompt! I like the idea of a quick-turnaround runner where you've got an overall time limit. I feel like you probably could have kept it to one longer level rather than invest yourself in three different ones. A lot of people aren't even going to see the other two (like me!) in that time limit, and the scope probably would have been more managable.
As a piece of software it's solid as anything. My only advice in the actual construction of it would have been to stop accepting inputs for a very small (like 5-10 frames maybe) so they player doesn't keep accidentally resetting themselves straight into spikes.
That's adorable, yo.
I swore off working in RPG maker years ago because of how hard it could be to work with. This project doesn't do much to break out of it's difficult-to-escape constraints, but it does do an absolutely champion job of theming around it in a way I found endearing. Maybe I'm just a big softy.
but he's such a good boi.
A fun idea with a cause that's unfortunately marred by compile errors and missing references :-( I wasn't able to finish it, but what I did play showed some promise as a short narrative experience.
I love this--Mostly.
It's got the classic Zelda feel it seems like it was going for down pat. It's got a good use of resources in enemy designs, making the three slimes feel distinct in behavior and I do love that skull guy. The overall area map is well done and thought out. I'm into this. This is my Jam with a capital J.
My only real critique going forward is to be very careful with that low-rez effect. I played through to the end with it on and was enjoying myself, but finding a creeping nausea as I continued onward. I'm not normally someone who suffers from simulation sickness--I usually have to dip into VR before I start having that, but it was there and it was undeniable. I also experienced some issues with staying oriented, but I'm not entirely sure that wasn't to design. After reaching the end and learning how to turn it off, I was actually kind of shocked; this game is pretty. Your textures look great and I felt like a lot of the models actually felt like they had even more character without it. I respect the developer's creative decision to use the filter, but I hope going forward they'll consider tweaking it so it's less severe or even giving the user the ability to shut it off up front via a menu.
Even with that though? Full marks, especially for a gam jam entry. I love it and hope to see more soon!
We made it in the very newbie-friendly Game Maker: Studio. I've only been earnestly teaching myself to code for the last six months or so, so the gargantuan amount of tutorials and learner's resources available for it are a bit part of what made this possible. Musik Kombat did most of the sounds and music in FL Studio, and the art (outside of a few menu button placeholders that I never got around to replacing!) was done in an open-source art program called Krita.
Hey there! I'm the coding side of Team Spaghetti!
Probably not before voting is over :-( I've never done anything with/for Macs before, but I'm happy to look into it! We've had requests to port it to mobile as well, so perhaps even a OSX/iOS port if it seems feasible.
This is lovely.
I don't have a great appreciation for chess. I don't have a great appreciation for shuffleboard. Somehow smashing them together has resulted in something with more approachability than chess, and more depth than shuffleboard, like some adorable hybrid puppy made of games I normally don't care for.
My main critiques are 1) it wasn't always super clear which piece I'd be clicking on. This is partially me not utilizing the rotate feature enough, but a highlight would go a long way. 2) Even knowing what the pieces do in normal chess and figuring that you'd try to replicate that, I find it hard to quantify the actual differences between the pieces. I got the impression that making chess more physics based kinda messes with the inherent "value" of a given piece, where value might be represented by [value = mobility * quantity available] Here, though, we throw mass into the equation, rendering it something like [value =( mobility * quantity) / mass)] where mass or lackthereof is a factor that can totally mute a piece's mobility or qualtity. It's a hugely important factor in decisionmaking here, and I found myself wishing for a way to visually identify a given piece type's heft a little more clearly, just by looking at it.
As an aside, I'm one of those people who chronically confuses the queen and king pieces. That's mostly on me, but I definitely found myself wondering why my queen was so sluggish before sacrificing "her" only to discover that I'd lost the game.
It's still lovely though, and it has the distinction of being the only game jam game outside of my own that's going to feature at my next game night. Good show!
As it so happens, I also have the task of learning about shaders hanging over my head like a dark cloud, so my deepest of sympathies.
I've never worked in Unity, but in my native homeland of Game Maker: Studio i'd probably approach your particular visualization of the echos with an application surface, where we essentially draw a big black shape over the room on its own special layer, and then poke holes in it as necessary. I know it's how a lot of GM:S games do things like fog of war and light halos, and it seems like they would suit this nicely.
Mysteriously, Firefox didn't work for me last night, but this morning I got a title screen! You're not the first game from this jam that ths has happened to me for, so I'll get to taking a proper look at it later today and update my comment & review as appropriate.
Absolutely! This manages to land in that cozy little niche of "pretty cool, despite the issues." Your commitment to the idea was admirable, even if it needed more time to bake.
Regarding the car physics; I'm not exceptionally familiar with 3D development, but looking back, do you think it would have been a more scope-appropriate solution to remove the physics causing the fish-tailing and hand animate the car moving between a set of fixed lanes? This is likely how I would have done it in 2D, but I'm not actually sure how feasible it would have been for you.
I think I can see the arguments for not including the speedometer: practical reasons like having to create a frame of reference, make the assets, and implement it on a project that had elements that were already taking more time away than you had intended, but also thematic reasons, such as the fact that a passenger isn't normally preoccupied with most dashboard readouts. There's probably a middle ground; maybe indicating speed increases via non-HUD visual flourishes or something. Something to tuck away for next time, I guess!
So it turns out that a wizard did it, I guess. Last night, after downloading the .zip, I wasn't able to open/extract it, windows giving me an error message to the effect of access being denied. I figured maybe something got encrypted and/or password protected that shouldn't have or something similar, hence my message. This morning--bearing in mind that my computer hasn't even been turned off since then--I double click on this .zip archive and it opens just fine, runs just fine. It's a mystery! Chalk it up to game-jam funkiness.
While I felt like it was the fair thing to give my rating based on the version you were able to turn in, I will be updating my commented review later today to include my thoughts on the full, un-bugged release after I get the chance to play it.
That's too bad about the missile spawns! My team had a very similar thing happen to us right at the end, where I borked the code for the green light without realizing it and it took most of our buttons down with it. Luckily we caught it and were able to do a lightning fast reupload inside of the ten minute mark, but I've come across loads of people who weren't so lucky as we were :-/
I see your concept a bit more clearly now, but also how it didn't read for me. In terms of visual language, the laser beams are still pretty "destruction-y" even if that's not the verb they accompish in actual play. Reframing that as a broad-shaped "energy pulse" might help wth that, as well as reducing the accuracy required to successfully push away groups of missiles. If you really want to go ham, you could even recontextualize the play entirely into something mechanically identical but thematically more appropriate to your repelling idea, such as staving off unwanted attention or puffing air at moths trying to land on you. That might be a bit out there for the scope of the jam, though :-P
While it's not the first time I've seen a game based on echolocation, this is a well-considered take on it, and I like how it addresses the prompt. Leaving the area at the start 100% visible was a good call, and I found myself wishing I'd taken more advantage of that area to get used to my jump arc once I was deeper into the dark area. It might not be the most polished game, but I can tell those man hours were well spent elsewhere, massaging this concept into a playable state.
If I were to change anything about it, I'd have to agree with what some others have posted about the windows of visibility. It's not impossible to parse, but it is a bit more struggle than it probably should be, and it was hard to feel confident in my jumps even after scanning them many times.
+ Interesting idea that addresses the prompt
+Idea presented in a way that is pretty clear and easy to understand
+ Everything appears to function as intended
+ The upgrade shop was above and beyond, for the time you had.
- It can be hard to respond to the directional changes. It goes beyond being hard to predict and delves into being hard to react to in a meaningful way. If you develop this further, I'd reccomend experimenting with bigger direction changes done less frequently.
- The waves are LONG, and there can be a lot of dead time. I very nearly didn't see everything this game had to offer because of it.
You've got a pretty solid game here. Most of my issues with it are a matter of tweaks and balances. Develop it a bit more, inject some character into it, and I'd legit play it.
That is the cleverest goddamn shit I've seen all week.
This is the sort of weird I was hoping to see, and I love it. It kills me a little that the absolute coolest part of this game isn't the part that addresses the prompt. I almost wish you had done some bullshit half-answer like "It's a platformer without a stationary screen."
As some other have mentioned, the controls were a little hard to grasp at first, but that's less a problem of the controls themselves and more a matter of better tutorialization; once I wrapped my head around them, I found them well made overall. Do I think you addressed the prompt? Eh. Do I think you made something wicked cool? Fuck yes. This is one case where the latter trumps the former, for me.
I was skeptical at first; I didn't think that there could be fine enough control over the boulders to realistically stop the zombies. That may still be true at a higher level of play, but I was surprised by how in control I felt, after wrapping my head around it. Highlighting affected boulders was one of those little touches that went a LONG way towards usability, and it was only infrequently I felt like I suffered for something outside of my control. Full marks, you.
Nice concept with a substantial amount of execution, considering the time limit. The buildings jumping to the beat was a nice touch! A lot of what separates this game from greatness has to do with tweaks and fixes; the core concept is clearly here.
First, the gas cans can be difficult to see on the horizon (I moved to <6ins from my monitor and still couldn't consistently see them) and clicking on them can be difficult even when they can be seen.
Secondly, a readout for speed, even in general terms, would be very appreciated, as it wasn't super clear how fast I was going relative to "normal" and how that might affect things. A little bit of context would make that mechanic do a lot more for you. While we're on the subject of information telegraphing, I'm still not 100% on whether or not the driver followed my prompts for clicking on the road.
Finally, critically, while the driver's AI is actually pretty respectable, he didn't seem able to deal with the constant fishtailing and regularly made bad decisions with or without my input, resulting in about 2/3rds of my runs ending because he zigged instead of zagged, rather than because of a choice I made.
It's a cool idea, but it's incredibly underdeveloped. I wish you had spent less time on reproducing Portal's aesthetic and designing a (admittedly pretty cool looking) player character, and more time on showing off how this idea has legs.
Also, minor bug report; if the player tries to poof into the wall before it seems like they're "supposed" to (before the button's been pressed and the tutorial messages are done playing) the 3D model won't disappear, but they'll still have the physics interactions of being a shadow. Doing this allows the player to cross the shadow bridge in human form.
Now that I've managed to access the game, I see some pretty well-considered intent behind it. It DOES function, and once you get it functioning it seems to work more or less fine. In terms of execution, hit detection seems a bit dodgy; it was regularly unclear that a given trajectory was going to touch spikes, and there were multiple times that I was 100% sure I was going to land safely, only to be taken back to the beginning of the stage.
The idea is here though, and it's a pretty good one! The access issues notwithstanding, it seems like mostly what this game needs is tweaks and some minor redesigns to really be a success, design-wise. Your level design was enough to show that it has legs and I'd be excited to see what else you could do with the concept.
This paragraph was written before being able to access the game:
The screenshots look really intruiging, for this game, so it's all the more upsetting that it doesn't seem to be in a working state, a hundredfold for the creator, I'm sure. I tried running every version of the game, but wasnt able to get any of them working. The most successful verison was the .html version, which made a thing happen, but unfortunately only manifested as "failed loading file Fliperlinux.wasm"
My deepest sympathies T.T
An excellent idea that was pretty well executed. A lot of easy mistakes could have broken this, but pretty much all the major pratfalls got avoided with solid execution. I particularly liked how all of the different enemy types (of which there was a surprising variety) were clearly telegraphed in a way that made their mode of attack almost instantly clear on first sight. The only thing that stuck out to me as a clear place to improve would be the damage feedback: I didn't know I'd taken damage at all until my health was almost half gone! Otherwise, stellar, especially for two days. Take my five stars.
I hate that you weren't able to get a fixed version in before deadline, because I like what's here SO MUCH. It's simply too gorgeous for two days work, and what was there was enough for me to see the potential of your idea, even if I can't see the whole form of it. I sympathize with what happened, because almost the exact same thing happened on my own team today. We were fortunate enough to catch our bug early, I'm sorry that it wasn't the case for you! :-(
+ Cool idea that's on-theme!
+Appears to function as intended!
+ Controls really well!
I liked this a lot! You did a really good job making it feel "asteroid-y" without it's central mechanic, and I appreciate the thought that went into making smaller obstacles to account for the fact that you couldn't blow through them. Perhaps my only real gripe is that I wish your ship exploded into pieces when struck, like in the old game, but I can 100% see how that could be a time thing.
+ It's a cool idea that fits the theme!
+ pretty easy to understand!
+ Everything appears to function!
+ No major issues with controls
- No clear end goal or win/lose state
- Couldn't find a way to close the game without tabbing out
I like it! I'd be glad to see it expanded on, with some more flesh on the bones. If you want to take it further and are looking for inspiration, I'd look to the "Struggle!" minigame from Kingdom Hearts II