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snikkers00

15
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5
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A member registered Jun 09, 2020 · View creator page →

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There's so much charm here and the gameplay is simple but effective, the physics seem very well implemented.

Could do with some more diverse trees and/or backgrounds, and could do with being a bit harder (maybe even some obstacles or something to avoid?)

Keep it up!

There's an interesting base here, with some kind of upgrade or another active system to do at the same time it could be really interesting.

The main issues are that crashes can be unavoidable if 2 ships try to land at the same time (maybe they can swerve a bit to give some room) and the audio was quite loud and needs to come alongside visual indicators to make it clearer.

I also think being able to interact with the countdown in someway would help fit the theme.

A really great take on a platformer for this theme, and I'm impressed by the amount of content with a small team.
The level designs and progression are done well and the controls feel smooth and responsive which is important for a fairly simple platfomer.

The art style lends itself really well to the simple premise and its very accessible.

The addition of the community levels and level editor in particular are also impressive.

Great job!

Thanks for the kind words although I can't take credit for the robot! (https://opengameart.org/content/robot-2d-platformer)

One of my favourite submissions so far, had a great time playing.

The handdrawn retro art is really good and the committment to the style with the windows UI and characater portrait animations is impressive (I see you are an artist so that makes sense).

I think the level design stood out most to me, it was well designed and I enjoyed each of the ones I played (though I did get stuck in the rivers a couple a times)

With just a couple of balance changes and improvements to enemies to increase difficulty, theres a really good game in here.

And for me personally I think the janky controls fit the retro style well and it didn't take me too long to get use to them.

Keep up the good work!

A super interesting concept and use of the theme.

I think the balancing on the lightning timing and overall lighting could be improved, only flashing for a moment means there's a bit of downtime as you're waiting for the next flash, which slows down the gameplay a fair bit. Some more story beats during the dark would be fun too.

The narrative seems like it could be interesting although I only seemed to get one ending and my collected wagons kept carrying over which I wasn't sure what was intended or not. 

Very interesting in seeing future progress though, keep it up!

A nice little technical demo and a great start, the game fits the theme well (similar to my own 2d platformer).
For the most part the movement feels good, just could do with better implementation (the dash feels slow and short, and the wallrunning angle is opposite) and I like the design of the first level.

Some great ideas and principles here, definitely reccomend taking some time at the end of the jam for polishing and you'll be in a great place.

I think I might be too smooth brained for this one. I played around for a while but was struggling to understand exactly how the numbers relate to the shapes (and colours?). A tutorial or more details for those who are struggling on the game page would be good.

A very interesting adoption of the theme though and the leaderboard and seeds could defintely lead to a strong community racing to beat seeds. Keep it up!

I really enjoyed the concept here! The literal balancing of the scales and sacrificing of treasure for more time is a very engaging way to implement the theme so great job on that. My only concern for a longer game would be you're encouraged to explore the map but you'd need to go back to the timer to refiill I guess? Doing it remotely, or having smaller timers you can add to around the map would work best I think.

It's nice that some time was spent on the narrative and text boxes (though ironic that they are quite slow haha), definitely intruiged me.

Obviously a bit more polish on things like UI, animations and sound would be nice but understanable in a short jam.

Overall keep up the good work and congrats on getting it submitted.

A fun concept, dashing around in a mine and the O2 meter fits the theme well.

There's definitely some easy additions that could be added to make it more fun. For example things to mine by dashing into them to give you score/more O2, collectibles, power-ups etc. With those and some more levels it could be a great little arcade game. Keep up the good work!

I really like the concept and I think its a good use of the Kenney assets.

As someone else mentioned the main issue is the game feel isn't quite there, the axes are slow and the enemies too fast, which means combat is waiting to hit the enemy slowly.

Some polishing like audio and animations, plus a couple extra progressions features and there's definitely a game I'd play in here! Keep it up.

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An interesting technical proof of concept, can be interesting to watch, I like the interaction with the vines. Hopfully the idea could be fleshed out in future?

Yeah I mean the description speaks for itself, obviously not much game here but I appreciate the commitment to the art-style and the cleaning mechanic is a good concept. Would have been nice to see an attempt at fitting the theme

Thank you for the kind words! I did have some issues getting dropping off ledges to work propely, somthing to do with the way I was using colliders I think. I'll take another look though :)

I played up to the ice mission, the gameplay itself was good, the driving was reasonably responsive and felt satifying. The art style looks great, simplistic but really gets across that race car feeling.

All of the levels at the start seemed quite easy, not sure if thats just to encourage you to replay them for a better rank, or just cause they get harder as they go on? Not sure how many levels total are in this, but a bit more feeling of challenge would be good, maybe more obstacles as well as the winding tracks?
Perhaps adding some kind of minimum pass time show clearly too would help motivate the player to get faster.

The audio was quite repetitive (though I appreciate its not easy to find good music that loops at short notice) and a few of the sounds, like the win sound felt slightly out of place.

My main issue was just that the inclusion of the theme didn't feel particularly significant. In race you're on a timer anyway so counting down wasn't too unique, and while I think the concept of having the different 'gears' have usage timers is interesting, it doesn't really make sense, and I only had that timer run out once, which again, because of the low difficult didn't matter.

All in all a very fun proof of concept, with some great art and great ideas, keep it up!