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!
SwiggityCricket
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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.
This actually has potential to be a really good puzzle game! Very very simple concept but lots of ways to grow upon it. The music got repetitive after 20 seconds but this is the kind of game you'd play muted with your own music in the background anyways. I had fun for a bit but got stuck on a level. It might help to have a level-select screen and/or save states so you don't have to completely restart later!
I liked the sound effects, and the game felt very smooth. No bugs as far as I can tell! Unfortunately there doesn't seem to be any difficulty scaling or progression in general. You can kinda just spam left mouse button and continue forever. Bullet hitboxes were significantly different then their apparent size- they were way smaller. I liked the idea of needing to split enemies in order to join with them and get their bullet shape, however the different bullets didn't seem to actually do anything different. I think with a little more work and some procedural levels you'd have a pretty fun game!
Cute little game! The music was really good and the style was simple but good. I think you should have made the health regenerate much faster; it was frustrating just sitting there while I waited for it to fill up, because anything other than full was basically suicide for some of the "activities" I needed to do.
Ran into one bug where the green guy teleported back to the start even though I didn't hit a spike or anything. Unfortunately I didn't finish the game because I don't want to redo the tedious sections.
Ran into a couple of bugs while playing, I think.
- When falling out of the room you don't die or restart the room. (possibly intentional?)
- If you try and use an arrow when you can't your player just stops, making it sorta possible to abuse as a movement mechanic
- Sometimes if you are charging an arrow when the arrow control is removed the bow glitches out and stays behind.
- Instructions say Up/Down or W/S will pan but they don't
I actually had a lot of fun with this one. Overall polish isn't there and it's rough around the edges but I honestly think this is a diamond in the rough. The puzzle aspects were really satisfying to solve once I got the hang of it- that last room I think I cheesed a bit, and there are places where you can get by without what I saw as the "intended" solution, but foundation is there. I hope you continue to polish this one up once the jam ends.
That ending tho, looks like that crash intentional?? If so that's an awesome almost-inside-joke. 10/10 ending. Gamemaker ftw.
So I know the theme is "Out of Control," but I actually can't figure out what I'm supposed to do in the game. A and D seemed to kinda move the box and space might have moved me a little? Can you post some instructions? Also the menu is super glitched out. I can see the game rendered to the left and some of the text is broken.
I really enjoyed this game! I think I got to 56 control at the win screen, not sure if there was more I missed? I wish there were more puzzles, maybe some more mechanics later on. Please continue to work on it after the jam is over. The game made me feel nostalgic for some reason, in a good way.
Had some small issues with the freezing; it was sometimes frustrating because there isn't really a solid indicator of which tile you'll freeze on. Maybe draw a light grid around the player to indicate which square the freeze will land on.
Was a little short but overall a good submission. Like every other unity game I've played so far (from this jam) I had issues with widescreen support. Had to change resolutions to make it work. Movement was a bit wonky; kept getting stuck on walls and such. Music was good and I liked the slow-down effect when your health(?) bar got low.
There's a platform by the lava that you have to grab to protect the character- I held on to the platform when the character died and, when it respawned and walked into the gravity reversing arrows, he started floating weird and continued to fly up forever. Not sure if it was because I had the platform or not, also couldn't repeat it!
Unfortunately I didn't have time to complete all the levels as I found them quite challenging! Overall the game was playable and I didn't encounter any bugs. Audio was pretty loud as some other commenters have mentioned, and the music loop was a little short.
It was a little frustrating only being able to see just a little past the rocket when the rocket takes forever to turn, but it did help that the paths were the same for the fuel and rocket. Maybe I'm just impatient though.
Unfortunately I couldn't get very far in the game due to it crashing. It could also use more of a tutorial besides the included "help" description, to maybe teach the user a simple move command or something.
"terminate called after throwing an instance of 'std::bad_alloc'
what(): std::bad_alloc"
From what little I am able to play, the concept is super cool. The command-line interface is unique and the puzzle of figuring out what commands work is challenging. Although one could easily cheat by opening up certain included files in a text editor, maybe this is intentional?