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Shelby

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A member registered Jul 10, 2020 · View creator page →

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That one is enabled when you have your shield (right click) up. I probably didn’t have enough pressure to actually use your shield for that condition to be relevant.

(1 edit)

The L is meant to mean left click, and R for right click. I understand the confusion though.

Thanks. The confusion is intentional. I wanted you to feel that you can't quite control the ship. I dialed it down a lot during development to give you an increasing sense of lack of control as the game progresses.

Thanks. The confusion when you first get upgrade(s) is intentional and desired. I wanted you to feel like you weren't quite in control.

Great game. Excellent level design. Really made my wife and I think hard to solve some of the puzzles. It could potentially be really frustrating if you have the solution but it didn't quite work because of a slight misplacement. Might be good to discretize the angles the player can shoot to avoid micro-mistakes. Or a shot-prediction like in pool games.

It seemed like some of the bombs blew up faster than others. I'd appreciate some indication of how long they'll take to explode.

Really liked it.

Excellent game! I love that doing the attacks both moves the character and launches the attack. The visuals worked exactly as they should.

I'd love this game with a variety of enemies, levels, and hazards. Plus it could be a fun struggle between needing to not perform an attack and needing to move in the direction of that attack. Just something to consider.

A+

Very fun and cute. I like the symmetry of borking and throwing yarn. Then the mix-up of having an attractive item that I can't really control is great. I think it would be a bit better to have the cats more interested in the yarn than the fish, but go back to the fish once the yarn timed out. That would make it chaotic but have some control.

Also, I got some fish stuck in a corner and couldn't do anything about it. :(

PS: This game stressed out our dog. But everything stresses out our dog.

Thanks so much! 

Nice game. I love the idea. I'd love to see more levels with a variety of obstacles/hazards to avoid. It's funny to see them stuck next to the lifeboats and not get in. :D

It really messed me up a lot to have to click outside the blue circles all the time. I want to just click in a direction to orient the crew and not have to worry about what exactly I'm clicking on. Shouldn't be terribly hard to fix, but important.

Some polish (sound effects, passengers remaining UI, etc) would make it excellent.

I like the art style a lot. The inversion of a classic game is a great premise.

Since the game is about timing, one needs to be able to build a sense and react to the antagonist's actions. The animation for hitting the center lane is very short (possibly less than average human reaction time). I like that the animations got faster as time went on, but then the center animation was impossible AFAICT.

This could be really nice with some polish around sound effects for miss/hit and a more game-like score display. It could be really fun to show the score as though the player was inside the screen for the game. Maybe show the score reversed like it was supposed to be viewed by the antagonist, but was backwards since we were inside the game.

The balance made this very difficult to play. I died multiple times to the single skeleton. His shots were very fast and came straight at me, while I could only shoot along the axes of the game.

I'd like some indication when the controls change between rooms. It was hard to tell when it was happening because I would hold a button to travel through a hallway and when I released and pressed again it would do something different in the next room.

This could be a really fun idea. I like being a helper to a team of automated workers.

The mechanics of how the workers interacted with what I did needs some polish. The workers followed roads after I cleaned them up. The workers got stuck on corners trying to get to one part of the road.

Creative idea.

Controlling the guy is very finnicky. I had to do the first level several times after I figured out the solution because the character would end up twitching next to a wall or standing right next to the exit.

Thanks for the feedback. Do you remember the text of the conditions that you couldn't figure out? I'd like to think if there was a better way I could have done them. I'm pretty sure they're working as intended, but that doesn't mean that it would be easy to understand what it is doing.

My wife and I had a good time playing this. The controls are good for a platformer, though maybe could do with a bit more friction.

I think there are a few more bugs to stamp out. Several times the collision was incorrect (both there when it shouldn't be, and not there when it should), which makes the game effectively unplayable.

I like this interpretation of the theme. It is appropriately hard to control.

The tone is very zen and appropriate for calming the player during the frustrating (but fair) difficulty.

I wish it were a little easier so I could have gotten past the second level. I would love to see what other levels you've made, but couldn't surpass the blue folders. Perhaps make them have to get a bit closer to capture the mouse.

It was also a little hard to tell where the mouse is allowed to go or not. The edge of the trees are nice, but you're allowed to go a little into them, making it hard to see the boundaries.

I think there's a lot of potential for great (if frustrating) puzzles/levels. Overall, great skill game. Just a bit too sharp of a difficulty increase.

It's clearly an incomplete project. I think, for a game jam, it's best to target a fully playable polished experience, even if you know it's missing a lot from your vision.

I love deckbuilders and dice games, but I couldn't understand your idea with the state it's in now. I'd much prefer to rate a simple version with maybe a splash of what you envision eventually reaching.

Small note: "Load" when used with dice is usually referring to the dice being weighted towards certain numbers to facilitate cheating. So you probably want to use a different term.

Great game. Lots of fun. Made my wife laugh a lot when both she and I played. The art fits well and the tone is very fun. I particularly liked the 3d effects when you knock over the standalone flower pots.

I'd like different, more realistic sounds for the different things you can knock over. Makes it a bit less arcade-y and more realistic mayhem.

I'd appreciate if the bunny can swing its butt into things and knock them down. The collision doesn't quite match what the visuals show.

Finally, a few more animation frames for the bunny running. It's a little distracting.

These are all nitpicks. So overall excellent work!

This looks really great. Voice acting is excellent. Very original gameplay concept.

Unfortunately I didn't find it that fun. It was hard to figure out which were power and which control boxes controlled what. I think this would be great if it was more action-y and you had to on-the-fly route pins around others to control multiple competing bars.

The radar updating once per second made it really hard to understand how my actions affected the game world. A 3d-ish view out of a cockpit with asteroids to dodge and this keyboard on a console could have the makings of a great game. You can do basic up, down, left, right, and roll controls and have the difficulty be in getting the combination you want routed correctly. Though that is bigger in scope.

Also a bit of juice from placing new pins would be great. Sparks when they're first connected maybe.

I like the core idea here. I think there's a lot of depth for puzzles.

I struggled to figure out the rules of the game (like what blobs take damage from which spells). It took me a while to figure out that I took damage if my spell hit a wall. I also stumbled onto shooting a potion causing the blobs to change colors. I think some puzzles designed to teach rules would really help onboarding new players.

The art was nice. Standard dungeon pixel art, but very much did the job.

Thanks for playing! I'm glad that the idea (eventually) made sense and made you happy when you got it. I hope it was fun!

I'm impressed that you did all this art in the scope of the jam. It looks really nice.

The gameplay is solid and fits the theme well. I like the switching between easy control and hard control. 

I think it would be a lot more action-y if the spells didn't last so long. Maybe 10 seconds instead of the 30-ish now. I felt like there were very distinct phases of getting a power-up and then holding it for a long time.

I missed a lot of juice that I think would make this presentation excellent. Sound effects and particles on hit, sound effects on a shot (different for each spell), and audible enemy attack warnings would be excellent.

I like the idea of controlling spies and sending them on missions with gear.

I had a hard time figuring out how the equipment related to the missions. I also didn't like not know the chance of success ahead of time. It's not fun to see that what I thought would work actually only had a 5% chance (for example).

I'm not sure what the core gameplay challenge is. Is it to use reasoning to figure out which equipment is best for a given agent on a given job?

Great idea, great execution. Not sure why I should be saving people. It seems that the victory condition is no fires and some trees still standing.

I was missing some audio affordances about what the helicopter was doing (filling up with foam/water/people, dropping foam/water/people). It was also hard to tell where there was still fire to extinguish.

I'm impressed you made a tutorial in this short time.

I think there was too little control from dumping the water/foam. The helicopter movement was also a little floaty for my taste.

I like this idea a lot. But the game is very unforgiving to mistakes. I had no idea how to get back into an area where I could control the ship more easily. Also, it seems like one of the types of enemies can pull me out of the control area?

More affordances/juice can really help the player intuitively understand when they are hit, when they hit something, and the state of the ship.

Also, I died a few times after getting launched in a direction (probably from my own lack of control outside the zone) and was going way faster than I could reason about. I'd recommend a cap on player speed.

I don't see how the game you have uploaded relates to how you said it fit the theme.

On its own, it's a solid start to a tower defense.

I struggled to figure out what were the differences between the towers. Flavor can really help the player intuit the differences between towers. 

I also had trouble with towers that shot too slow to even hit the enemies around stage ~5. I could have mitigated this with better planning if I had know projectile speed would be that relevant.