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Snail Rhymer

A member registered Aug 02, 2019 · View creator page →

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Thanks for trying to fix it for me, but it's still crashing in the same places. I wouldn't worry too much about it - I'm using a laptop from 2012, so I imagine I have a lot of things that are out of date.

Well done for getting something out there, despite the heavy workload :) .

I like the idea of constraining yourself to one of a number of things, especially for the twist reveal. But I think you need to be careful when you have such tight constraints - I almost gave up on the game without realising that the dark grey square was a movable object (it just looked like scenery and the only other grey square in the game is something that you can walk over). You could try putting it just behind the gate, so players will have to push past it to get in to the new area?

There's not much to speak about from a gameplay perspective, but the narrative made me laugh :)

The game won't run for me, but I like the art style of the faces (from the screenshots).

I must say, I'm intrigued by a sheep-based platformer and the art looks great from the screenshots, but the game either crashes as soon as I open it or once I click "play" on the main menu, so I haven't been able to try it out.

Aaah, that's not too surprising, given that my laptop's over 7 years old. Forget about robust systems, I'm still amazed at what you did manage to make in 48 hours.

I liked the contrast of the traditional jrpg combat mechanics with the non-combat theming of the game. I seemed to be able to get treats just by cycling through the specials, which stopped the game from being challenging, but did make it quite uplifting. Nice job with the aesthetics to bring it all together.

A really cool idea and you executed it remarkably well in 48 hours. I liked that each weapon presented a unique challenge to kill yourself and the large sawblades were a nice addition to control the difficulty curve.

With the music alternating between a higher melody and a lower one, I think it might play really well if you can sync up the change in character with the change in melody (I know I died quite a few times playing to the beat of the music).

A fun little experience - I really like the minimalist aesthetic and the sound ties it all together very nicely. Some of the interactions felt a little too forgiving(?) for me, in that I would click and something random would happen (like the middle of the square falling out), which at times (maybe only one or two in the whole sequence) made me feel a little passive.

But a very well polished piece for a game jam, and an original take on the theme. Nicely done!

I think this is a really interesting take on the theme (now that I've played the fixed version), but I very quickly settled in to a single strategy - stand as far away from my target as I could and hope the shoot command would come up in time, and run away to try again if it didn't.

As other commenters have said, it'd be good if your actions were more predictable. Maybe you could have the commands appearing in a fixed order and cycling through a fair bit faster. Fix the cycling to the beat of some music, and you could have a pretty novel rhythm game.

It's very impressive what you managed to put together in the time of the game jam, and I think it could be a great jumping off point for a larger project.

This was surprisingly fun and despite the control issues, is something I'd play outside of a game jam, so well done! I liked the feeling of speed - when under time pressure like this and having to search a large-ish map it would be frustrating if it took more time to get from one side of the map to the other. For me, it might feel better with a slight acceleration curve and some niceties like coyote time, but the speed is good as is.

I really liked the "in-level" ui; somehow it did a lot to add to the atmosphere of exploring the level. I never ran out of time, so while the timer was nice to add a little bit of pressure (and a 'score' at the end), it didn't feel all that relevant. Maybe you could experiment with not having the timer reset on the player's death and see how that affects the feel of the game.

Overall, very nice!

I was playing about with shaders (in a vain attempt to finish off my own game jam game), and they might be an elegant way to do the overlay I was thinking about:

which just uses this image

to multiply the rgb value of each screen pixel.

I think the growling and death screen are clean, effective fixes, but I'm a sucker for feature creep (especially in other people's projects).

I like the idea of some sound when the boss is close (getting louder/changing pitch as it gets even closer), but for me, a growl would ground it in reality too much. Its general silence and unnatural, methodical turning and acceleration had me imagining something otherworldly, so maybe look at what sounds other games and movies use for beasties like that.

Alternatively, you could have it corrupt your vision more and more as it got closer. Something a bit like this, but all black:

which could transition in to an all-black death screen quite nicely*. Though I think the problem with a "you died" message like that is that it only tells you that you died and doesn't show you how you died.

Maybe you could fix that by leaving the camera in place where the player died, letting the bow fall under gravity, and letting the boss run a bit past where the player was, so they can see which direction it was coming from and think "oh yeah, I hadn't looked that way for a while."

I know ideas are a lot easier than implementation, and I also know that I've never finished a project, largely due to feature creep, so probably don't pay too much attention to everything I say. I am still occasionally coming back to the game to have a round or two, so you definitely have something engaging here, whether or not you end up getting featured (which it might not - I think the ratings are going to favour either highly original or highly artistically polished games).

I can't remember many of the other bullet retrieval games, but here are some names from looking at the first 100 or so titles as they're listed for me, that sound like they'll have a similar mechanic:

One Arrow Colosseum, One Arrow, Only One Arrow

* I'm no unity expert, but I think this could be done by having an animation in the UI layer and stepping the frames forwards/back depending on the boss' distance to the player. It might even be possible with a single grayscale image and building a black mask with a steadily decreasing darkness threshold.

Thanks for the feedback! I was surprised how well the walk cycle came out, given that this was my first go at animating anything. It's a lot easier than I thought it would be - this tutorial shows you how to use the unity animator:

and following this diagram gives you foot/body/head positions for the keyframes:

add in a professional-level sprite sheet:

and you'll be amazed at how quickly (though never quickly enough in a game jam) you can make something looking good. I'd really recommend giving it a go!

Yes, each person wants "only one" thing in particular. Given more time I'd wanted it to be more of a deduction thing (e.g. the person holding an empty wine glass probably wants the bottle of wine) and have something meaningful for the heart, but game jams are game jams. I'm looking to finish it off sometime this week (if I can keep feature/art creep at bay), if you're interested in seeing the idea I was going for.

Really nice job with the aesthetics on this one. It's a testament to your music that despite it being a very short loop, it never got annoying. The scanlines were also a nice touch.

I think at the moment, the game feels quite static because you spend a lot of your time with a stationary ship, waiting for it to point the right way. I'd be interested to see how the gameplay changed if you added momentum to the ship, so it kept moving for a bit after you stopped thrusting.

As is, I think the fuel was a clever addition to prevent the player from eternally dodging and only occasionally rescuing an astronaut for points. I think this game does a good job of answering the question "what would asteroids be like if you could only move forwards?" A question I never knew I wanted an answer to until now.

I know the feeling - I accidentally ended up doing 2D sprites, animation and rigid bodies for the first time in mine, so didn't find time to make something playable (or to add a menu, or to add sounds, or ...).

I had a quick go at the updated version and already it looks like you've made some massive improvements. The jump feels a lot better, and everything feels a lot smoother with the longer platforms. I also think the decision to have the player spawn near where they died is much better than going back to the start.

If you're interested in further feedback, I think you need to either slightly increase or decrease the default vertical distance between blocks - as it is, it's possible to get kind of wedged between them. I also found myself falling straight through some blocks; I don't know if that's due to a gap not being drawn properly, or out of a need for interpolation in the collision detection.

I think one of the big dirty secrets behind FTL and Binding of Isaac is how much isn't random. If I remember correctly, all the enemy ships in FTL are hard-coded, or hard-coded with some minor tweaks. Binding of Isaac has a number of room templates that it makes minor changes to. Maybe some sneaky behind-the-scenes authored content with a random layer on top could work well in yours too. Hurray for backseat game development!

I've definitely come up against the same problem in some of the stuff I've made, and I guess that's why the common wisdom is that playtesting is very useful. I don't think anyone's expecting extensive playtesting in a 48 hour jam, but I think if you want to take this game further, it'd be a good idea.

Ideas are easy and execution is hard, so here's a worthless idea: it could be neat to make a few more of these single mechanic metroidvanias and package them all together into a single game. So the player picks from "Grapple", "Roll", "Dash", ... on the main menu and then is taken to the separate metroidvania. That way, they could easily go and try something else if they get stuck in one of them.

I haven't found a way to crash the latest build, so it looks like you've got it fixed. Nice. I think you've got a wonderful core here, made all the more impressive by the 48 hour time limit. The aesthetic is incredible and I like the little touches you made - the bouncing antenna, and one foot dangling as you slide the grapple on the ceiling look lovely.

Honestly, platformers (and so most metroidvanias) aren't really my thing, so you might not want to take my mechanical feedback too seriously, but I found a lot of the game (as far as I got - just one coin and one key) quite difficult and so at times frustrating. 

I think you managed to come up with a lot of interesting mechanics aind interactions surrounding the grapple (I only just started seeing the breakable blocks, and I'm sure there were going to be some neat interactions with the enemies), but it often felt like I didn't have a space to experiment, since failure would mean going back quite a way to the last checkpoint and having to redo a number of difficult challenges.

You can't please everyone and I get that I'm probably not in your target audience - I don't think I've played anything close to a metroidvania beyond maaaaybe Rogue Legacy. But for a player like me (interested more in the mechanical puzzles than the execution), the game might benefit from you watching a novice playtester and getting feedback on where/how/why they get stuck or frustrated.

Overall, I think you've done a great job and I'm interested to see where you take it. :)

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Wow, thanks for the speedy support (which given what I say next might sound sarcastic, but it really isn't). I don't know if I keep downloading the wrong version, but the bug still seems to be there. I've narrowed it down to being caused by trying to shoot a grapple up while standing on a door. Interestingly, it doesn't happen if you do the same while standing on a checkpoint tree, so I guess the problem is to do with switching rooms while the grapple is initiating.

A nice idea and well executed. I was surprised by how good a job the different layouts do keeping the levels feeling fresh. I did a few levels with just the left mouse button before realising there were more controls (the bottom of the screen was cut off due to my monitor's resolution), and that alone made for a fun little gameplay loop.

There are a lot of "collect your shot after you fire it" games in this jam, but this one has stood out for me and I'd really like to see you build on it. Between the arrows in the walls, the towering enemy with a glowing red eye and the dramatic music, you really sold the idea of facing down against something bigger than yourself.

Choosing between standing your ground for an easier shot and letting the enemy close in added some nice tension, as did having to scrabble around for the arrow.

A minor change I'd recommend would be to add some sort of death cam showing how you died (though this would probably require a player model, so I guess it's not that minor) - the first few times I died it was jarring to be teleported back to the middle and I didn't really understand how I was dying (or that I was dying, for that matter), which might put a lot of new players off.

More importantly, you should probably not count the tutorial arrow in "your shots fired" count at the end - I want to do it with "only one" arrow!

Overall, though, I thought this was great (I had to trawl through a day's history of downloading jam games to leave this comment, since searching "the holy arrow" doesn't bring the game up on itch for whatever reason). Good job!

I think it was an interesting idea to combine moving and combat in to only one mechanic, but they often felt quite disjointed - I was either fighting or platforming. It would be cool to see challenges involving both (although the controls might need to me made a little more predictable for that).

I think it was a neat idea and giving everyone a unique experience by having them choose their own music was a nice take on "only one", but I think procedural generation like this usually shines when it's used to give players multiple, varied playthroughs.  For a single playthrough, and especially under the constraints of a 48hr game jam, authored content will generally be better.
It was a novel idea though, and with more work on the platform generation algorithm/enemy design could really stand out.

It's an interesting idea, but unfortunately, I keep getting the same crash returning to the grapple room after the 'first' coin so I can't progress very far:

action number 1
of  Step Event0
for object obj_player:

Unable to find any instance for object index '100393' name '<undefined>'

called from - gml_Object_obj_player_Step_0 (line 99)


I think it's triggered when I try to grapple on to the ceiling in that room, but I'm not sure.

I was going to say it'd be nice if getting people out of the way actually made your journey faster, but maybe it works well this way as a commentary on the futility of being rude (or of being polite).

When I was playing, I was focusing more on trying to keep the space station safe than trying to rack up a high score. I guess it depends on your vision of the game, but leaning in to the survival aspect of it could make it less important whether the player got an asteroid in or not.

I really like how cohesive your art style is and it was nice to be able to hit asteroids away from the station with other asteroids (though it's a shame you couldn't hit the in to the void).

There were some nice little puzzles - it was good being able to see when a route wasn't going to work, rather than thinking it might just be a matter of perfect execution.

I like your stylistic sprites and I think they fit well with the music.

There were some very tough challenges; I would have like to have been able to choose when to use the jump to get past tough bits. The clouds made for some novel platforming, which I liked.

A neat idea, and well executed. I liked that each level could be solved fairly easily once you knew how, making this feel more like a puzzle game than a platformer. It feels like you took the ideas suggested in the GMTK video on puzzle design and really ran with them - leading the player to a false assumption, but making it clear why the assumption was false.

The trick on the (I think) eighth level felt a little out of place for me - the rest of the levels have only exactly what you need to solve the puzzle without anything to lead you astray.

But overall, it was a very nice experience and it felt like the right length to explore all the mechanics you introduced. Nice one!