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Team Spaghetti

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A member registered Aug 24, 2018 · View creator page →

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The loss of control when you speed up is entirely intentional! Specifically, slowing down halves your speed, but doubles the amount you can curve, while speeding up doubles your speed, but halves your curve.

We've gotten a few people mentioning the resolution issues and that's on me (runBAMrunfaster) for not being up to snuff on how unity handles that sort of thing. One of many things to tweak and fix post-jam! More content is definitely on our mind, and I think we both plan to continue tinkering for as long as either our or other people's interest in the project last; whichever lasts longest.

With apologies to runBAMrunfaster's neighbors.

a fun idea with, more importantly, a solid implementation. The spikes sometimes were a little difficult to read against the background and I did encounter a problem jumping on to ledges after my character game to a stop, but it was a good experience nonetheless with plenty of potential as a mobile time waster, with a little more polish. Well done, for sure!

It took me a while to really wrap my head around how it worked, but once I did, WOW what an idea! Such a natural dynamic of risk-reward gameplay should absolutely not be overlooked, and I am immediately a huge fan on concept alone. Throw in some gamepad controls and you've sold me 100%. Everything after that is tuning and balancing and content, as far as I'm concerned. Well done. 

For how short this game is, I left feeling like I could see a looot of fun potential in just what was here. More rooms, more kinds of obstacles, maybe even some kind of trap that blocks off progress in a certain radius.

One thing to consider if you further development is how the player makes their choices on where to lay down tiles, especially when they get to the middle of the room where they can go in any direction. A good solution might be to make (some) treasure visible to breadcrumb the players through the level, but I can see how that might not slot into your original design. Still though; working through it through trial and error probably has limited value to the player over longer playtime.

I really enjoyed this concept though, and I hope to see more of your work before long! Well done!

Just because you said that, we'll make it one of the first new features we look into adding.

One of the best executions of the "one light" theme I've seen this entire jam, if not the best. This is one of those submissions that makes it really easy to visualize it as a finished game with just a little spit and polish. There was a lot of good level design especially when it comes to platform spacing and telegraphing that I really appreciated.

For things to be improved, the biggest thing I can recommend is that the hitboxes could have been a little more forgiving; I had plenty of stomps that felt like they should have been valid that ended up being deaths. Other than that, I did manage to accidentally escape the level geometry at one point (it was dark, I have no idea how).

A very good showing though, demonstrating some pretty strong platformer fundamentals. Top marks!

This project has a strong idea and direction! The bulk of your challenges were definitely in the technical area, especially in regards to collision and hit detection.

Lemme focus on thegood stuff first! This was your first project and it shows that you knew that, and inetlligently scoped your project to match! Guys, that's so much harder than you think. This isn't an exagerration, that's as much a part of game design as anything else. Good job! Your light system does what it needs to and keeps from being intrusive, making for a fairly intuitive system for movement and puzzles. 

Unsolicited advice incoming!
My experience with Unity 2D is pretty limited but it seems like your side to side movement was strong enough in the air to override your gravity a bit. For that, it might be good to override your movement speed with an "air steering" speed, where you have a different speed value for while you're in the air. Also consider experimenting with Rigidbody.MovePosition() instead of transform.Translate(), as the former works more within Unity's physics system, while the latter intentionally ignores it., sometimes causing issues. I also noticed some issues with colliders seeming to get stuck inside one another, particularly with movement accross flat ground. Without seeing your source code, my first guess would be you're putting your physics movements in Update() rather than FixedUpdate(). Fixed update runs in sync with Unity's physics engine, where as Update runs every frame, which can lead to a lot of clipping issue like this, when the Update() ticks are faster than the FixedUpdate() ticks.

Take that for what with a grain of salt, as I'm not super familiar with the differences between 3D and 2D Unity, but that's where I would start. I hope that was helpful, and I double hope to see more of your work next year!

I toyed with the idea of adjusting the pitch based on speed, but ended up not having time, unfortunately! What you're hearing is the natural pitching of my voice as my poor lungs expell their last ounce of air! Were we to implement that, it would probably be through code, assuming we could get the effect clean enough. I'd rather modulate it programatically rather than  triple the file size of that asset or--gods forbid--try to replicate the same scream three times.

A really fun execution of what should have been kind of a wrote idea. The key to this game is definitely in the balancing; it would have been really easy to make a game that's too punishingly hard or a total breeze. Balance takes time! You guys managed to hit that mark fairly well inside of 48 hours and that's to be applauded.

Telegraphing weaknesses could have been a little more immediately clear, but I still think the idea overall was a good fit for this take on the format. Outside of that, it's actually really hard to find things to critique besides your normal spit and polish! Well done, and a very nice legally distinct evil eye tower to boot!

Awww

It's a simple little game that doesn't try anything flashy, presentation-wise,  but in doing so it kinda proves you don't necessarily need to to still have a successful game experience.

I'm a fan of how the differently colored characters had identifiably different behaviors. You created this sort of psuedo game state where there wasn't really anything on the line mechanically, but you still wanted to get through the game giving your little guy the fewest squiggles possible.

I always try to give helpful critiques on these, but for this one I don't know that I've got much to give. Well done, and please keep making things so long as your heart can bear to.

Full disclosure; Team Spaghetti does not endorse recreational math. We're more of a "Guestimate with our feelings" kinda group. We made a game about a bullet who wants to make his mom proud and screams in terror midflight, if that helps you picture my mental state.

That said, this is not a bad math game, by any stretch. It's no "Math Blaster" but it's dynamically engaging once you get your head wrapped around it. Speaking as the team's programmer, this is the sort of game I'd probably have more fun picking apart the codebase of than actually playing but again; I don't do math for fun. I do math to facillitate the fun things. That's just me.

Insofar as critiques and things to work on, some have brought up the UI and yeah, that's not amazing, but it's well within 48-hour jam territory for me. That's fine. The big thing from my experience was being dropped straight into a ten second countdown and immediately being under time pressure to parse all the things happening on the screen--many of which being wholly unimportant. That's how you give anxiety attacks to the math-averse.

On the whole, is this my kinda game? Personally no! But I can't deny that there's a certain level of mathamagical wizardry that makes it work, and work fairly well for what it is. 

I've found that some of my favorite games this jam have been the most relaxing. This one is right up there, especially after I worked out what was probably the "optimal" playstyle (i.e. the one that got me to the end). Drop some smooth jazz or some chill flutes on to this, some extra maps, and I would unironically play this to chill out.

I always try to also give input for how to make it better if the dev is interested in doing so. Some people have indicated they didn't like how slow it was. Obviously that was a selling point for me, but I do think that's the strength of developing it more; both preferences can be tended to. Outside of that, it would have been nice if the rubble piles either were mine-able or were a different color from the rocks, so I didn't think they were mine-able.

This game made me happy and there's a lot of games in this jam that can't say that. Well done!

There's not much here, but you know what? What is here isn't poorly made. I feel like I detected some intelligent spawning of new lives as well as some targeted spawning of obstacles to keep me from getting comfortable. In a more complex game, I'd probably point out that it can often be hard to pick out the red outlines, but I feel like you did a gererally good enough job making them look threatening on their own that it wasn't an issue. 

My biggest piece of advice for improving this would probably be that you could have ramped up somewhat more quickly. I'm a big proponent of giving players lots of warm-up time, but it was something like 2+minutes before I was starting to sweat, and most of the time before that was somewhat unstimulating. 

In any case, it seems like you decided to make something you knew you could accomplish in the time given, and came out with something fairly polished for what it was. Well done!

This is a really endearing idea with more than a little bit of potential! The visual style and animations are well done for a 48 hour jam and I found myself immediately attracted to it just on the concept alone.

It falls a little short for me on just a couple design missteps that end up having an outsized effect. I'll echo what others have said in the camera, but I won't dwell on it; it's been brought up already and its effects are pretty apparent. My input is that it might have been easier to forgive the camera if there had been some other effect indicating the knight's close proximity, such as a sound effect or even a screen element. More than half of my camera struggles were because I couldn't see behind me while my tongue was extended and the knight snuck up right behind me.

On balance though? I had a good time with it and it's definitely one of my more memorable plays. No game jam is perfect, and this one's flaws may be only slightly more apparent because of its overall polish. Well done all the same!

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Pretty minimal in presentation; no frills for sure, but still a fairly well-considered translation of chess into 1 dimension. Could have stood to have a state recognizing win conditions, rather than just continuing "play."

Despite my misgivings, there's a strong theoretical foundation here and I've got a good bit of respect for what it manages to do on a design level. A little more polish and user friendliness and this could be an excellent game to play with my friends over lunch. Heck, give this a UI and make it for mobile and you could easily sell this almost otherwise unmodified.


EDIT: a itch bug made me post this comment three times. Sorry! Cleaned it up.

There's a lot that I like about this. I'm historically not a very good platform player, but your walljump mechanics were easy to understand mechanically and easy to execute. Your puzzles were clever without being taxing, and your music selection slots in very nicely with this game's tone overall as a chill puzzle platformer. The theme is a little bit of a stretch for me, but you balanced that out in my opinion with good use of its design. Well done!

Has potential as a standalone game, particularly as a mobile title, with its bite-sized puzzle levels. I especially see potential with the extra elements you added towards the end, with the interactables; looooots of mileage to be gotten out of stuff like that.

The lo-fi aesthetic was fairly well done, though it could occasionally be hard to tell when I was too close to danger for my plan to work. Still though, I had fun! Would definitely play more.

Thank you so much! We knew it was going to be a common take, so we decided to be the ones who had the most fun with it.

The dev mentioned elsewhere they were mostly focusing on just completing a project rather than making something truly groundbreaking, and I can respect that; that's essentially exactly what we did last year!

For what it is, you made a fun little distraction game. You leveraged unity's physics system to good effect and made it fun to spread a little mayhem. If you're looking for things to improve for next time, Unity can handle a lot more rigidbodies than that, so don't be afraid to make the buildings out of smaller cubes; it could prove more satisfying to explode! I also had an issue with fullscreening the game forcing it into some weird aspect ratios. It almost seemed intentional at first, but the more I played with it the more I realized it probably wasn't.

On balance though? I had fun with it! I hope to see more of your work in the future.

It's always a good sign when I'm not very good at a game, but still enjoy myself. There's something so cathartic about throwing the piles of junk around and watching them float gently through the air, and it mixes well with the relaxing item-find vibe of the game. 

The best critique I can give is that it's not immediately clear that the target items will be visually similar but not identical to other items in the level. Stage two definitely saw me bringing up table after table to the wizard, not understanding why none of them were good enough until I saw the one I was supposed to find had a little wobble on the edges. 

Hands down one of my favorite concepts marred by just a couple little design missteps. 

I love the superhero theming, I love the simplicity of the core loop, this could be prime time-waster material. It falls short a little bit in the controls.

The mouse isn't constrained, meaning that while my in-game cursor stayed put and behaved, my real cursor could go any which way it pleased, often to the detriment of my little superman. I suspect this is the culprit of the occasionally-dodgy edge scrolling I was experiencing, though I can't be 100% certain.

The other main movement issue I had was that the in-game cursor was tiny and hard to pick out from the background, making keeping my mouse in the game in the first place a chore. Making this easier to spot while gameplay was at peak hectic would go a long way towards improving the playability of the game as a whole.

Don't get me wrong, I pick on these things out of appreciation; there's potential here and I'd be super jazzed to see a more polished version out there in the wild somewhere.

Physics sims are never not fun as far as I'm concerned, and this game makes a good argument to that fact. The idea of building this wobbly tower and then seeing it deconstruct in movement is one of those times where it feels okay being a little screwed over by the sim because it's still funny and of COURSE grandma didn't balance on that rubber duck, I mean come on!

File under "Good games that need to get signal boosted."

This is hands down the kind of game I'd see played in my middle school computer labs while the teacher wasn't looking back in the day. It captures that single-minded purity of the flash games of that day so well, I'm kinda shocked it hasn't picked up more attention just by existing.

The central mechanic is well-realized and reads clearly. The lasers can be a little hard to recognize at first with everything else going on, and I straight-up didn't realize there was a timer at first, but that's kinda the level of quality this submission is at; I'm picking on little stuff that's easily polishable. Well done, guys. Just well done. 

It's a pretty minimalistic game, but there's definitely something to build on here. The concept is solid, and I think some of the other commenters are on to something with the idea of finding different modes of use for the three mechanics. It could use some usability touches for sure, but I'd call it a success as an experiment!

For the purposes of this review I played the unpatched version submitted at the end of the jam. This means I didn't get to finish, which is a real shame because I really liked what I saw.

There's a lot of subtle level design work here and it shows. It's possible, but harder than you'd think, to unintentionally lose an item. Part of that is down to the level design itself; it's pretty clear when there's a hard gate coming up and when throwing your gear might be a bad idea. Part of that also comes down to the actual physics of the throwing mechanic itself. Thrown items bounce enough to sell the risk of a sketchy throw, but never so much that you ever feel like you lost an item to bad physics or chance.

I was also a big fan of those repulser fields. That introduction especially, where you introduced them as an item gate, then immediately turned around and showed them off as a puzzle mechanic? 

That's some quality game design right there. That's the shit I'd expect to see in Portal. High marks.

A really fun idea that's easy to wrap your head around. I'll mimic what some others have said with thinking some extra movement options would do this game a service, but also add that the bullet recall could be a little more generous; I often found myself near-missing the bullet while trying to catch it.

Still though, a good use of engine, concept, and minimalist design. There's a pretty strong, solid foundation to build off here, if you wanted to continue working on it.

The beauty of game jams! We were lucky this year in that we didn't have any major revisions to make to our project besides having to cut a fourth level late in the jam. We definitely had to cut major features last year though and it was a paaaaain to work around. 

*scribbles notes furiously*

A very creative movement mechanic! It's a little bit janky, especially at first, but you come to expect that from a 48 hour game jam. I enjoyed my time with it all the same, even if my movement was never as flashy or successful as it was in the gifs. 

Oh dang, you too, huh? Well, at least it wasn't just me...That's always rough to see though.

There's a possibility that I'm just a moron, but I feel like this might not be working as intended. For some reason I'm unable to move any block of either color in any direction, no matter what color I am. Using the f1 and f2 keys I can scroll through what looks like what could be some fairly clever puzzles, but I can't seem to interact with any of them :-(

Hey, so real talk? I have a pretty strict criteria for my ratings. Call it a side effect of having to rate quite a few things in my time. As a rule, three stars is average, that's where you start, four stars is pretty good but didn't blow me away, and five is cool enough I'd tell my friends about it unprompted. I don't give out a lot of fives. I've probably given out less than five fives in this whole jam accross all three categories combined. You gotta work for a five. Five is something you get when you've done so well I remember you the next day for it.

This game got fives accross the board. I am charmed. How did you do that? There was even a progress-halting, game-breaking but which I even encountered more than once and you still got fives. I even tried to justify arguments to make some of those fives fours, but you know what happened every time I tried? A small voice in my head told me


 "No."

The dev mentioned elsewhere in the comments that they learned a lot from GMTK and it shows here!  Lots of good, iterative level design based around their core mechanic and while I sometimes had to do a double-take to be sure I wasn't in the same room, I was pretty pleased with how well the game was teaching me things and reinforcing its lessons. 

On that central mechanic, I'm definitely a fan. Trading mobility for information is a compelling cost of doing business and I find it hard to criticize this game overall. 

This is a lot of fun! The weapons all have some really good feel to them, the slowdown effect is well-utilized, and it's fairly easy to read at all times.

I did find the controls a bit awkward, being all mapped to the mouse, especially with the roll being on the middle mouse button; I feel like it would have found a much more comfortable home on the space bar or something similar, but I can respect if it was the dev intention to keep all the controls in one place. 

An interesting, abstract puzzle game that's well-made, apart from some occasional glitchy behavior around picking up sticks. Relaxing puzzlers are kinda my jam right now and this was a nice way to unwind. Well done!

Okay, JetSnail was pretty cute. It was a solid, playable runner game with good theming. I would have liked more screen room to see oncoming obstacles maybe, and perhaps more breathing room in general, but these are pretty minor critiques. Congrats on a jam well done!

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High ratings accross the board from me. The concept is precious, the execution is solid, and the hats are tip top. 


I was a big fan of your occlusion tech for going between floors (teach me your secrets!) but I did find it occasionally difficult to tell which elements belonged to which floor, because of it. Same goes for sight cones, passing through walls, making me unsure if I was going to get spotted or not. 

It's also just a fast game. Maybe a little too fast for my more plodding, methodical style of stealth, but I'm willing to chalk that up to preference. Well done! I hope this game gets the attention it deserves.

"I will confess to channeling Justin Roiland at least a little bit while recording those lines."
-runBAMrunfaster