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ShidyGames
Creator of
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I cannot vote because I wasn't part of the jam, but still!
I tested the game and it looks like a promising project:
- I really enjoyed the artistic direction of the game! I like the pixel art in general, and I love the "character" design, especially the competitor drones. Also, cool tiles, Pablo.
- The sound design is very clean for a jam game. Sounds really good.
- The gameplay loop looks interesting, even if I feel this could be improved if you continue to work on it later on: fighting with drones could be more clear for example.
I've experienced no game breaking issue playing the game, and have stored 112M in a single run. Hope the company will be happy with my results.
Sup guys!
I'm going to try to do a little prototype for this jam, and play with things I never used in Unity: tilemaps, and mouse click controls. This will be my "devlog" thing.
Also, not sure I'll be able to spend much time on the jam, probably a few days, but let's make something for fun!
Note: as I'm sponsoring the event, consider me out of the rankings.
Here is my current game, day one:
Features:
- You can hover any tile with your mouse.
- You can select and deselect any tile with Left/Right click.
And... that's it. Didn't figure yet what I'll make with that, but it's already kinda satisfying.
Stay tuned for more!
Best,
ShidyGames.
I could have things to say about the control scheme for the Web version of the game and all but... this game project is really good. Amazing polish, very interesting gameplay mecanics, collectibles, cool story...
I didn't participate in the jam so I'm not here to rate the game, but still, hope this will be in the top 3 games, absolute gem.
Hey, not bad at all! Let me write down the most honest review I can make after playing the game for 30min.
I do think there are a few points you could improve easily:
- If you grant ZQSD & WASD controls during the gameplay loop, you should also enable this for the menu, and not only the arrow keys.
- After a level is completed, you should at least be redirected to the planet you selected before, or to the new one, and not to the beginning of the list.
- Jump/controls feels a bit floaty to me. Maybe play a bit more with the gravity and forces to make this feel a bit more responsive and pleasant?
- Shooting isn't feeling right for 3 main reasons:
- First, it scales with the user's input, meaning that the more you spam, the faster you shoot. I think a defined cooldown within two shots and the ability to keep the button pressed to shoot would be better.
- Second, the projectiles do not stop through the terrain, so you can peaceful takedown enemies that are behind a wall.
- Third, the projectiles aren't disabled/destroyed after they went out of screen, so basically you can destroy enemies that are not supposed to be there yet
- Flying enemies aren't a good idea unless you can shoot to the sky, or it could be good if they go down faster before going to the player. In some edge cases, they aren't possible to kill depending on your position because they fall straight down on your head.
- Noticed a few bugs with the AI, like some of them are going in a straight line even if there is no more ground under them (the blue boxes one) and like the bullets, some of them are going through the level.
Now, let me say that the theme is adorable. Absolutely cute and satisfying to put plants on a desert planet! That was really well executed.
That's the first game I'm rating 5/5 for any category. Guys, this is awesome. Art is incredible, shooting is sooo satisfying, the controls are perfect, the idea is great. The boss fight is also perfect, like it has several patterns you need to understand to win.
I have nothing bad to say about the game. Solid entry. Congratz.
Very good game! I had a ton of fun trying that, well done! I wish you'll keep working on this one, it's a neat idea.
My only recommendation for now would be to probably rework the balancing a bit, and to rework the player's attacks (they feel super slow and not responsive to me). Otherwise, great freaking job!
Nice 3D game, a bit short but that's expected in a jam. The level design isn't bad, the controls are great. There's a few small bugs (enemies going through walls, or you being able to get a box through a wall), but nothing critical so far. The game could have been a bit more polished but it's still enjoyable like that. The overall idea is nice.
Hey!
You're welcome! I know overscoping is the main issue on game jams, don't worry :)
Yes, it's nice to try out things. Also, for some stuff such as the UI elements or so, you usually want the player to understand easily what is what that's why most of the games use the same scheme again and again: cuz anybody will directly understand "ok so this is my life" :)
Hope you had fun making it!
I didn't think I could have a jumpscare playing a game from the jam, gg!
The idea is very interesting and the art nice (even if I'm not a fan of the amount of post processing effect used here).
I'm just not sure how the game is supposed to be played, the overall gameplay confused me a lot to be honest. There are grandma disappearing or not, cross on the ground that I collect to damage the boss (the big guy I guess) but I'm not even sure how the grandma was disappearing haha.
That's a cute little project. The art is cool, I like the "lobby" where you move from one level to the other.
Sadly, there are a lot of collision issues. The overall movement seems to also be a bit off to me. I also wish there was some outlines or animations on the items you have to collect because at the moment it's not clear or difficult to see in the background.
Here is a capture where I was stuck in the level.
It's not bad at all but it def needs to be tested/polished.
Hi there, thanks for the feedback! I wasn't sure about the speed timing, previously it was 2x faster to be triggered and I felt it was a bit too much because you need a bit of time to figure out how the control works. And for the zoom animation, I can understand the feeling. The objective was to split two orders by putting it in place (so obviously, the game's timers and the happiness of Joff are paused during that time and resumed after the animation is completed).
I would say it's taking too much time to be tested as a jam game: that's almost a complete game you could sell on steam lol. Of course there are ways of improvements, but wow, what a job to accomplish that in 10 days. Congrats to all of you that made this, it's clearly one of the best game I've tested on this jam's submissions.
It's a pretty cool looking game, with an interesting ambiance. The puzzle is super hard to be fair, I wouldn't have succeeded without your comment here.
I feel the overall game is very cinematic but kinda empty. You jump a few platform, press a few buttons, and you're done with the level. I wish there was more puzzles or interactions to play with the two-characters combo.
Not sure about what I had to do here. I clicked on incoming tasks, and I had to type 2 city codes apparently but I was able to validate the field 3 times per task so I failed again and again. RIP.
I like the aesthetic of the game, the fact that you're basically opening a computer and doing things on it seems to be great.
I would have liked to be able to know where I was in the openspace tho, I saw workers but cannot tell which one was me.
Art style is great, love it. Don't see how it fits the "on the edge" theme cuz you can go in and out the platform without problems.
Gameplay is fun the first minutes, then get intense for some reason. I like playing it. There were a few bugs tho: you can still strike even after you die, and skull effects aren't despawned after you restarted the level.
Also a little music would have been cool here!