Thanks for the feedback! Yeah random blocks was a way I could cut corners on level design. If I had much more time I could have designed each level around a set block pattern but was crunched for time as it was
SwiggityCricket
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I actually got stuck in the room where it teaches you about teleporting for a while. I thought it was a puzzle! Kept going back to the numbered circle trying different things.
The puzzle that took me the longest was the tree one- ended up brute forcing it and never actually figured out the solution.
Very cute! Here is a story about bob.
It took me several nights to finally create an establishment that the (presumably) esteemed "bob" could feel comfortable at, but once I had a medium sized bed he finally graced me with his presence. I showed him to his room and he immediately started demanding food! What a plot twist, I say. Unfortunately, another dragon was using the dining room and was currently stuffing their face (literally) in the food. Bob went to find food, but was unable to get any due to the other dragon! What a tragedy. Then, I had an idea! I'll pick up the table with bob at it and throw him into another room with food. And thus, bob's hunger was satiated.
10/10
Music was peaceful and nice. I wish I could build stuff during the day.
Very well done for your first game jam game! The concept and sprites were cute and I enjoyed the creative platform puzzle solving I had to do to get through the levels. Could have used some sound effects and music. Game seems broken and you can't progress naturally through doors, so I just went to the levels directly from the menu as I cleared them. Couldn't beat the last one though
322MB!!!
Controls were really tough on mouse and keyboard. Once I figured it out it it was smooth sailing, no bugs except the debug messages on the left. I don't think a level past 2 exists. Felt more like a proof of concept than a game, as there didn't appear to be a way to die and the physics were pretty wonky. It would be cool if the turtle could flip larger objects but if they're too large it damages you or something, so that way you have to actually pay attention to the object sizes.
Music was a BOP. Art was cute, and I had fun! Missing a couple UI elements like an indication that you're making lemonade or paying off debt or something. I wish there was some game element or challenge to do while they customers were walking around (maybe physically making the lemonade?). The randomness of how many customers you got didn't really lend itself to particularly engaging or strategic gameplay- you could just purchase max of everything at the beginning, make all the lemonade, and wait out the week. But, I imagine with some more time this could be an interesting management game! Like if you could buy things to add to the stands, move somewhere else to attract different customers, etc.
Cute game! I loved the dumb arms and the way they bent 90 degrees, and the funky music that was just the right amount of weird and looped without getting annoying by the end. Got rejected at day 5 but that's ok I had a good laugh. Felt like there could have been some more variety in the objects or different challenges (other than it getting faster) but in the context of a 48hr game jam this was the right amount of scope.
369MB!!!
I simply do not understand how I'm supposed to run and then jump at the same time while mashing the arrow keys? I'd try again if you added some more instructions.
Sprites and sound effects were GOLD. Music was FIRE. I like the quick time event gameplay elements. Just wish it was clearer how the jumping worked.
Controls were incredibly twitchy and hard to use. Speed didn't seem to be capped and I got thrown out of the world. Wasn't really sure what to do and the timer got all the way to 0 and I didn't die. The blue things I was supposed to collect didn't spawn, and I spent most of my time wandering around looking for stuff to do. Music was fine, I liked the weird bloody style of things!
Good concept, I liked the old-school flash game vibes. Needed a little blurb on the controls in the beginning. The music was great and I wish it looped because I played the entire game in silence and that was a shame. Needed sound effects and textures on the walls- it was impossible to tell how fast I was going until I hit a wall, which was frustrating a lot of the time. Got to level 10 and gave up but I could see myself completing this if it were a little more polished!
Unfortunately I couldn't figure out how to play at all. No tutorial or instructions. I got to the point where I realized I needed the different kinds of robots to do stuff, was able to change their little features, FINALLY got someone over to the vegetables, but couldn't figure out how to grab any!
Sprites were cute! Not sure how it fit the theme.
Props on doing your own music but man did it get annoying after 5 minutes with the same loop.
I feel like with some instructions I might have enjoyed this as it felt like it was supposed to be a kind of quick-action management game. If you post instructions I'll give it another shot
I was very confused how to play at first- there was no indication that you had to mouse over the cannon to shoot until I did it by accident. Needed sound effects! The sprites were really nice and I liked the little star animations! No idea what the numbers meant or what the strategy was supposed to be. No way to restart if you lose. Also not totally sure how this fit the theme.
Could for sure add some polish, levels, and instructions to this and make it some kind of angry birds clone
The dialog was SO funny, I actually liked reading the little blurbs!
Overall a bit rough to play through to the end. The tutorial stuff was fine but if you die you have to redo it all over again which was unfortunate. Was hard to tell what exactly I was supposed to be doing since there was no indication if I was doing damage- I kinda just got bigger eventually? Controls were fine but not sure why the mouse was needed because the direction of the attack was completely dependent on the keyboard. I was never quite sure what the lightning did.
Could build upon this with a little more polish! Just adding a few small things like enemy healthbars or sound effects would go a long way.
Could be interesting if you made it a cookie clicker type game, but as it is now unfortunately there wasn't much game to be played. Hard didn't feel possible- I got up to 12 clicks per second and tried for a while but there wasn't any indication that I was making progress. Maybe a little bar or something would help let the player know stuff was happening. I liked the art and the little messages! Could use some sound effects.
Bugs: music didn't play in hard mode
Dude these sprites are amazing, I liked the slightly jank (in a good way) art! Wish there were a tutorial or instructions- it took me a WHILE to figure out that jogging wasn't a workout but a way to restore the stats. Needed music or sound effects in the main game. Wish there was more to do but I can see this as a kind of management game if you built upon the idea more.
Bugs: Using spacebar or enter to select an activity didn't appear to do anything. 3rd level doesn't feel possible to me
Wow 233MB! That's kind off insane for a game of this scale.
I didn't encounter any bugs so that's nice! Wish there were sound effects/music. I found the platforming pretty alright for a 3d game like this, but it needed a shadow showing where you're going to land. Feels a bit like wipeout, in a good way. I was able to cheese the ending by just getting really small and then jumping to the crown. I got all the way to the rails through legit means but got frustrated when I fell due to bouncing off the wall so just went for the crown directly. A little light on the theme usage. I wish there were more levels!
Bugs I found:
No way to unpause without choosing an option
If you pause while in the bottom view you have to restart or quit (can't go to a checkpoint)
Sometimes "F" wouldn't swap views
Timer was broken and I got multiple overlaid times
General gameplay notes:
Going up stairs was slow and frustrating
I really liked the contrast between the two viewpoint's atmospheres!
Overall review:
There didn't seem to be so much of a game here as much as a proof of concept, but I could definitely see some puzzle elements that you could build upon later. The quotes and set pieces hinted to a bigger picture which was cool. I liked the music, atmosphere, and dual-viewpoint stuff! Just wish there was more to do and that you had more time to expand on this theme.
Glad you enjoyed it! When I was playtesting I realized you could just shove the fish in the boss and kill it really fast, so I added some invincibility frames as a temp solution. But for sure it needs some sort of balancing, like the boss needs to do damage to captured fish inside of it or something!
The overall aesthetic of this game is hilarious and fun! Controls were frustrating. Not only can you not move diagonally, but you can't really move both characters at the same time due to "releases" compounding between keys. In other words, if I hold W, then press Left, then let go of W, the character still goes up while the other goes left.
There could have been more gameplay mechanics and feedback as to what was going on. I couldn't tell when I was getting hit or if I was shooting the enemies or missing completely. There wasn't any value in having the drone "attached" to you. It would have been more interesting if you incorporated the theme in a different way. Perhaps the drone could deploy and fight for itself and come back to get healed, or something.
This was an actual game that had actual gameplay! I had fun. It looked really good, the sound effects and music were good, and the gameplay was good enough for me to give it a second go after dying the first time. There is kind of a loophole on the first level where you can just let it go forever to get money but it's not a big deal.
3d character locomotion is a little ambitious for a 48hr gamejam. I was really frustrated with the "backwards" (for me and the majority of people) inverted vertical mouse movement, but I understand that could be fixed with just an option in the future. I think the "joined together" aspect was a little weak but it would be cool if you expanded on this idea later with actual separate characters and a matching story or something.