Thanks, i'm glad you got to play it.
Its still in development so make sure to give me a follow over here on itch so you can see when the proper demo is out.
I would LOVE to get more of your feedback on the game.
😂😂 typical indie dev.
Never tried any of those softwares before ( Moho and affinity designer ). Ever since i tried the pivot based animation with sprites in unity and saw that it not only took too much time for me but also gave me horrible results ( as the beginner that i am ), i just stopped and never looked back. 😬
Yeah, the whole Unity thing that happened was uncalled for. For me though, i wasn't doing much with unity at that point in time... well, apart from opening my game project, leaving it open for days and then finally shutting it down, repeating the circle again and again so... 😂😅
I don't quite get what you meant by " 2D has less going on than 3D ". Do you mean there's more 3D games coming out than there are in the 2D space?
I was pulled in by the games description, however, i felt the gameplay doesn't quite emphasize that. the shooting was slow mainly cause i have to keep clicking... felt like my mouse button was about to pop off.
I recommend making the shooting a " Hold to shoot type " rather than a regular click.
The game also felt way too easy cause the enemy spawns didn't challenge me at all, i was expecting enemies to move towards me a little faster, and spawn a little more but that sadly didn't happen.
The inferno ( ish ) power didn't seem to have any effect, not sure if the other two did anything... honestly, the game really doesn't need a power system at this point, just fixing the shoot mechanic and enemy AI would go a long long way for this. the game already looks great and has a nice description ( I say that cause i enjoy very fast paced games so.... )
looking at your games gif again and seeing the gameplay, i'd say just take out the power totally if necessary and the gameplay score and health UI could also need some attention... ( But its a Jam submission so... )
Lastly, no COOKIES ! ! !
Nah, not yet.
The Web build won't be available till mid July. I'm working on some issues with the current build and i'm hoping to make this a major update as well, so i have quite a few things to iron out before then.
You can follow my page if you'd like so you can get updates on when i put out the Web build.
I love the quick loading screen, the Green on dark colored background was a great choice. However, i would keep it a consistent color. Maybe i didn't see too good but if the loading bar at the start of the game was green then you should switch it to yellow so it fits the rest of the game. Same goes with the pause menu UI though it looks great as well
>> ( UI Design Looks amazing, simple and cute, it pretty much speaks for itself. i also like how when i switch to another tab, the game automatically pauses itself. then on that, the background is greyed out..... )
I understand the cat ( Dies ) when it doesn't get a bottle of milk before reaching its destination so maybe indicate through UI, how many steps the player has before that happens.
This is just personal preference but i prefer it when the game either instantly restarts or maybe with some delay or prompt the player to press a key ( "R" )
I also didn't know jumping two tiles at once was an option.
Great game great art work, i really liked it.
Hey man, its awesome that you tried your best.
i would change it from collecting gasoline to maybe... cookies? so it at least fits the theme in a way. also the coins don't... quite... have a use.....
none that i know of so cutting them out totally would be an awesome idea.
it would be a good idea if you made the play button stand out a bit. a subtle animation or square graphic that is slightly transparent, something that makes your players know its clickable and not just text.
its nice you also added SFX
in all, collecting cookies and keeping the player alive is a lot better than collecting gasoline... just my opinion.
Amazing music!
i literally sat to listen to the music for almost 10 minutes before actually playing the game.
i really like that you mentioned a giant cookie at the beginning of the games dialogue. can you please emphasize the cookie so it stands out from the rest of the background... it will help so i know that the cookie is the main aim ( Even though its a cookie jam ). thats something i would do... making the cookie HUUUUGE.
it also helps cause the environment is very dimly lit
lastly i feel the dark areas are a bit too Blacked out for me cause it kinda makes it hard to see whats happening around, outside the halo. maybe lower the opacity a bit, just a little bit
In all, i love the soundtrack for the game, the art style is also great and gameplay feels nice.
Nice Game.
Hello, after submitting, i noticed the "submissions" button had disappeared and both my submissions ( Tide-Breaker Overdrive and NEON ) were disqualified, so I wanted to ask for a some clarification on why it might have happened.
I double checked the rules and saw that the use of pre-existing code/ assets were allowed, so I assumed it was okay to submit projects that already had previous development history or jam submissions, as long as the rules were not broken and theme was applied. After finding out of the disqualification, i went back to re-check the rules on both the discord server and here ( on itch ) but still didn't know why it was disqualified.
Can you please help me understand what specifically caused the disqualification? I’m not trying to contest the decision you and the team have made, in fact, i only want to play games, have people play my games and have fun doing so.
Thanks for organizing the jam!
Oh Wow... i really wasn't expecting that sort of movement!!!
its all so squishy and fluid like... just that alone makes the game feel 5X more engaging. However, i would consider adding maybe an animated panel that points out which character you're starting as just so the players know just where we're starting from. I had a problem locating who/ what i was for a few seconds, i had to quickly scan the area to find out where i was.
im a little embarrased to say i didnt know what to do next though so my time spent on this wasn't much....
But Damn! that character movement is Gold!!
Interesting concept.
i found it quite hard having to feed these cute cookie companions leading to a gameplay that felt a little more annoying than engaging. I think the main problem stems from having to go all the way up and to the left to click on the plate and then on the cookie which had to be dragged and taken to the hungry cookie companion...
i think a way to solve that issue is by just taking out the plate entirely, stopping players from having to make the long trip back and forth and replacing it with a button ( "E" ) for example which then spawns the cookie at the mouse position or just click on the cookie companion.
i also recommend drastically slowing down the cookie companion move speed... if the companion is so fast then possibly make them bigger so clicking on them won't be such a pain for your players.
in all, its a nice concept.
This is a nice looking game, though i find the Jump mechanic a little unforgiving. ( maybe some coyote time ). I nearly got through the entire game without using my gun at all, i just jumped my way through the game, when i remembered though the enemies didn't stand a chance at all cause i made it my mission to totally obliterate all enemies that dared to stand in my way.
I also love the little push back applied to the player when shooting the pistol though it also felt a little much to me.
In all, this is a lovely platformer i plan on playing on multiple occasions. ( when complete )
I like the music and sound effects, it fits and the money hungry tooth fairy idea is kinda hilarious. However, i did find a few things that seemed to break my flow with the game.
Seems like the obstacles were hand placed. Personally, i would have gone with a more random placement. this is cause though this is a game jam game, i felt it was a little too repetitive, so having that random feature for the obstacle placement ( especially ) would make the game feel a lot more engaging.
Also, another feature i would iron out would be the movement, mainly when moving backward. my move Speed seems to slow down making it hard for me to properly evade the falling obstacles.
For the Falling stars, since the background and overall look of the game is bright and cheerful, maybe make the falling stars black or dark grey so players know its an obstacle and not a pickup object... i literally rushed to get those falling stars at first until the first damage.
Over all, i think you did a good job with the Damage feel, else i would've just kept collecting those stars till i eventually died XD
Nice Game, cool concept overall, however i couldnt play for as long as i wanted cause my pc just began to slow down, not sure why, so i wasnt even sure what my goal was in the game till i saw the very first comment.
i actually thought if i died i would continue as a different person in the game but...
I think its a nice concept, although i found the game more punishing than rewarding where it felt like i wasn't quite making visible progress.
For starters, having a tutorial would have been awesome, though i quickly figured out the controls.
When i first got to the 3rd level i expected to get to a slightly more complex level design, i was hoping to see something a bit more engaging, maybe being chased by a new red square enemy type or something with the level looking like a maze.
In all though, it was good idea which needs to be stretched a bit to see its true potential.
Best of luck, i totally understand that Game dev is freakishly difficult, so best of luck on your future projects. I'm looking forward to seeing more from you.
Keep on making cool stuff.
Thanks Ishmhora, i'm glad you had fun playing it even though it was a bit hard at first.
I'm still trying to find a work around for the bullets spawning from the center, i was having issues which mad the game really uninteresting to play when using the game pad.
I'm also working on a better spawning system for all enemies so the player knows where enemies are spawning from.
I'm working on making Tide - Breaker a full game so if you enjoyed it i'll be posting updates on my youtube channel and twitter soon.
"Bullets loop around the map. You can also loop back time to avoid enemies and readjust the timing of your bullets."
Sounds and looks really cool, about to try it out now.
Right off the bat, the main menu was so good. i got hooked on the game, my high score was at about 59.970 seconds. really good game. i loved it, though i didn't use much of the rewind mechanic though, mainly cause i quickly found out it doesn't restore my health, rather i regain health by killing enemies, another feature that makes love the game a little more, encouraging that chaotic type run and slightly punishes the player for using the rewind mechanic a little too much by spawning enemies that are protected and only damageable via the looping bullets..... Brilliant game my man, Brilliant game.
only got to play this game the day before but i see myself playing this a lot more.
lastly, my version opens up in a smaller screen, not sure if that was intentional or...