I skipped participating on GMTK25 ... but love this submission, would've liked it if I participated and could've voted for it. So simple, but so straight forward fun.
My best time was 11sec ... then I died and hit the 10sec limit.
Nice nice. Very simple, music was a bit repetitive but kinda relaxing at the same time. And it was a relaxing experience ... got to 1604 points until I hit the top ...
Maybe add some more effects, like particles and a slower "grow" effect, so you can actually see the chain of combinations ... now it was instant, which could be so much more satisfying.
Great submission!
OMG! This is my favourite game of this jam! I don't want to stop playing.
And in the final level, I discovered the eye, that will show where all the shapes were the previous round ... amazing!
Well done, works sooooo wonderfully. Reminded me of the Line Rider game ... but with shapes.
Superb submission!!!
( edit: will go back and replay the levels some more now )
The controls were a bit harsh, had to get used to the directness of the car steering. And colliding into the walls was brutal - especially when those red creepers were on your tail. But eventually I could get a couple passengers to their destinations.
There were a few sad occasions where I respawned right in front of a red enemy and got instantly killed again ^^
Love how you could outsmart the red cubes, with moving away and then make sure they wouldn't see you - well done on that!
Great contributions!
The home-made sound effects made me LOL. Did the same once with my kids making the SFX.
And the art is also very well done, love the different enemy designs.
The controls were a bit hard to master thought ... it felt a bit harsh / direct to control. Eventually I got used to it and got further each time.
Great submission!
Couldn't stop smiling when the game opened with the 80s theme ... very appropriate for the 80th GWJ ... thought of doing this myself as well, but couldn't come up with a nice hook/style ... so dropped it quickly.
Very well done game. The controls were a bit harsh sometimes, but really enjoyed it and got to the end.
Too bad I couldn't enter my own name in there :D
Well done!
Wow, so much fun! Really enjoyed the concept.
Loved how it made me think outside the box ( pun not intended ) ... like making a seesaw with the 2 boxes and bone ... not sure if that was the solution, but it made me feel clever. Also the fact that you couldn't touch the item you were dragging was nice!
Great work!
Thanks for your feedback. Glad you enjoyed the game. And yeah, that was the key feeling that I was trying to invoke ... that you had to pay attention, but at the same time had to monitor the other squares and where you were heading.
The hitting the spacebar, even though it was as simple it was, still needed more explanation than I expected.
I recognise the feeling of just being zoned out and dodging the squares ... until you become aware of it and suddenly make mistakes :D
The global scoreboard was mostly due to my background as a backend developer, so it was pretty close to home to add it. Took more time than I expected ... especially with the form validation and stuff. But it got finished, mostly due to the delay in the deadline.
And if you need any help with how I set up the leaderboard in your next jam, drop me a message, I can share how I set it up.
Thanks for your feedback. Glad to hear you enjoyed playing it.
And yeah, in hindsight it should be even more fun to have a ramping of the difficulty ... besides the growing number of squares. During development at some point I had capped the squares at 100 ... but that became almost unplayable ... maybe I should've aimed more towards quicker squares or more squares targeting you etc.
Always in for more feedback.
You can check my game on:https://itch.io/jam/godot-wild-jam-80/rate/3467717
Will look at yours this afternoon (after work)
Thanks for the nice feedback. Glad you enjoyed it.
I do agree that generating random colors might not have been the best idea... I did add some check to try to make the colors stand out more ... but some of the tints were too light or not different enough. I also considered to add patterns, for people who have a hard time seeing colors ... but didn't had the time to add those.
Yeah, it's something you have to "know" indeed. Was working on a better tutorial, but had to scrap it due to the time.
But every few seconds your shape changes color, if it does, you have to react to it ( by pressing "SPACE" ) ... if you do it quick enough, you will get points. The points are based on how long you keep going and how long of a "hit-streak" you have ... if you have reacted correctly a few times in a row, you get more points each time you react correctly. If you do it too late, your hit-streak decreases.
Wow, this game has surprised me! At first I thought it was a simple top-down shooter, but it embraced the chaos-theme very well! The repeating music was also very chaotic - not sure if that was intentionally :D
Maybe you could add some hit indicator / sound / effect when you get hit - it was hard tracking my own health.
And maybe a game-over screen with your score / level / time you hold on? Now it restarted immediately.
Great submission!
Amazing game. Really fun to play! Controls were super responsive and gameplay was so much fun as well!
I did needed the explanation on the game-page to understand what the different ball-colors did... well, only the black ball to be honest ... the bouncy one was clear :D
Also love the colors and overall aesthetics! Great work!
Really fun! Couldn't stop playing. Due to it's puzzely nature, I would've liked it if you would regain some lives with each new level. But also, it was pretty quick to restart and retry... eventually I got to level 6-7 (something like there).
Also maybe some explanation with the upgrades (which I loved, great addition), now it was just a blind guess.
Really enjoyable gameplay, lots of potential for more levels. Great work!
First of: Godot is awesome. Really liking the 4th iteration. But I'm only sad to discover that the web-builds have issues for MacOS-users ...
Nice to hear you liked our idea - appreciate it a lot.
Perfect hitting was maybe too easy and we thought of having the player getting "punished" when not hitting it right - but we ran out of time to actually make it.
The concept is original and not that hard to grasp! Nice game!
Had some trouble getting my moon to orbit correctly ... and played only with the zoomed-out mode (aka pressing space full-time), since I needed the overview.
Bouncing around and trying to get the right trajectory was more fun than I expected it to be.
Well done!