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Tekamutt

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A member registered Mar 17, 2022 · View creator page →

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Arcane blast is overpowered! haha. This is what my final team looked like. Once I had 2 blue slimes, I mostly just used both of them to Arcane Blast the enemy and it usually only left me with 1 or 2 slimes left to pick off.

Also, at first, I didn't realise what I was doing and I kept attacking my own slimes. It's fun that you can do that, but this needs a bunch more feedback to clear things up for the player. As it stands, having no sounds to show your hits makes it difficult to know what you're actually doing, you have to pay attention to the health bars alone.

Also, the crosshair disappeared for me whenever I was aiming at an enemy, would be nice if it turned red or did something to show when you are targeting a valid target, instead of disappearing.

You're off to a good start with this. Add some attack animations & sound effects, fix the blurry text for the upgrade man and develop some more enemy types, and this could get even better.

Very fun twist on Rapunzel. This is really fun and you implemented some nice mechanics. 

I love the simplicity of throwing your hair out to use as a grapple hook, then clicking again to cut yourself free. That's a really great idea, and you implemented it well.

I'd say you swinging needs to be dialed in a bit, as it feels quite floaty right now, maybe mess around with the player characters weight and gravity until she feels more solid. But as a prototype and considering the time limits we had, I'm impressed by your progress so far. 

Great effort mate.

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This is fantastic - you clearly have a lot of experience! I'm blown away at what you managed to make in the time frame. I would play a full release of this 👌

Thanks for playing! Its our first attempt with Unreal Engine, and we need to learn how to optimize it better, that's for sure. Appreciate you taking a look 😊

Thanks for checking it out. And glad you enjoyed our ridiculous song 😆

This is very pleasant. So good to see Construct 3 too! Love that engine.

I bumped into a tree a bunch of times before realising it was there, haha. It was just a bit hard to see against the background but once I saw it, then I saw all the others too. I like the visuals though, its a simple style that fits with the chill vibe I think you were going for. The music choice was good for that, too.

Love the squirrel easter egg, lol.

I don't have much else to say, this just left me feeling good, nice work.

This was very ambitious! Great work overall. Other people have already commented a lot of similar things I would have said. Its mostly just polish that it needs - gun sounds are a bit weak, I'd source some better ones. The lighting and textures could do with some work.

But those are nit picks and stuff that can be done with more time. What you managed to do in the gamejam's timeframe is super impressive. There's lots to explore and little secrets to find and I can just tell you had fun making it.

Also, the sneaky guard hiding in the booth waiting to push you off the cliff was my favourite bit haha.

With a bit more juice, this would feel great. As it stands, its decent.

Visuals are great, the zombies and player character have a fun design.

The controls are pretty tight, but the player movement is a little floaty. Also I'm not a fan of having 3 different buttons for my 3 different attacks. Would prefer one attack button, and some way to switch between weapons.

Hit detection, particularly on ranged weapons with the bigger zombie felt off. His hitbox seems to be somewhere near his feet? I was aiming for his head and upper torso but the projectiles never seemed to make contact unless I aimed lower.

Could do with a bit more visual/audio feedback on things like weapon impacts (the juice!).

Overall this feels like a good little prototype.

Well, I did it, see screenshot for proof!

This sure is basic in its current state but that's fine. You got a few simple mechanics in there and they work. With a bit of polish and sound design, you could iterate and keep adding to this.

From the description on your game's page though, it sounds like you aren't very proud of this. But at the end of the day, you put a bunch of effort in, made something, and put it out there. That's a win in my eyes.

Sorry, moved my comment here as it seems a better place for it!

This is slick! I'm impressed with how polished it all feels considering the time restraints.

It bugged out on me: after I finished my first round, I clicked home then selected a new game to try, the game became unresponsive and I couldn't click any tiles. Had to reload the page to try again. I'm using my android phone FYI.

I tested it on my pc as well, but that bug didn't happen.

Really good work 👌

Great use of theme - I had to check yours out since we also made a space game about trying to get home haha.

This is super impressive - you managed to get a fully functional resource collecting & custom building system in under 10 days, just wow.

It feels fun and easy to play, with good sound design and nice visuals. 

I didn't make it home, but I enjoyed crashing into earth at the speed of sound. 

You've got a good start here, and I enjoyed reading your dev log. Keeping yourself on a short leash in terms of scope is one of the hardest things to nail in a gamejam, but you did it.

I managed to get home on my first try without hitting anything. The controls are tight and it feels good to steer. I didn't feel like I had enough time to choose which route to take, it comes at you at the exact same speed as every other obstacle, and its difficxult to read both options in time, and I ended up just randomly picking one more times than not. I'd consider adding a couple seconds warning icon to tell you when a junction is approaching, to give the player time to make an informed decision.

On a similar note, the fuel guage not appearing until you are running low on fuel seems a curious decision - it means I can't make an informed choice on my direction as I have no idea how much fuel I have left. I didn't run out of fuel when I played, but if I had chosen the longer route before the fuel guage warning appeared, that would have felt unfair. So maybe just show it all the time? Just things to consider.

The single straight road is a little tedious, it would be nice to implement some curves in a future iteration, or just a bit more visual variety - maybe some other cars sharing the road that drive at different speeds, some you overtake, some overtaking you?

The engine sound droning continuously is not very nice, it could do with either music or just make the engine quieter, maybe. 

The visuals are basic but that's fine for now, i can easily imagine this with better sprites for the various things you already put in, and I appreciate that getting the mechanics feeling good first without fancy visuals is the best decision you can make when starting out a new project.

Good work overall!

Took me a while to realise there are different coloured spots on the road that affect how fast the car goes! That was a nice touch. 

Visuals: I'd consider upping the resolution a little on your sprites, as the current versions are a bit hard on the eyes. Either that, or perhaps you just need to tweak the colour pallette. The silhouettes for the passengers, houses, etc are fine, though.

The current music gets annoying quite fast too, but I understand that probably wasn't a priority for this gamejam. 

This is a good start, and I would play more of this if it was polished up. It would make a good mobile puzzle game.

This was weeeeird...in mostly a good way haha.

The concept is good, and fits the theme. I found the AI characters and voice work pretty creepy.

This has potential. It's got a good amount of mechanics, which all work better than I expected them to.

The grapple hook is pretty responsive and quite fun. Being able to shoot your gun straight down to gain a little extra height is excellent, and combined with the fact you only have a few bullets before needing to reload ensures its not an overpowered ability. 

With a bit more development time, this could turn out pretty good, as you've got a good foundation to build from already.

The visuals and theme seem interesting, but sadly this was quite unplayable in its current state.

I enjoyed this. I only played it once (I'm trying to sample as many other submissions as I can!) but there seems to be a few multiple routes to choose from and you took the care to branch a bunch of different little character interactions. That's impressive.

The UI is great start and its intuitive. The radio is a nice touch, though 100 channels felt a bit overwhelming! Given more time, I suppose you could make the driving visual frame more unique for each road, but I understand you did what you could for this jam - 

My only complaint would be to find some way to fill in the space between each driving point. Some conversations didn't last long enough to fill the time. Though I like the quiet reflective tone overall, it still felt a little tedious just waiting to get to the next destination.

Overall though, this is a really thoughtful entry, and I ranked it pretty highly.

This is brilliant. I have no notes.

I like puzzle games, and I loved this. I would play a fully fleshed out version with more levels and mechanics, if you can think of them! The theme of trying to take as long as you can walking home with the person you like is very cute.

Traffic lights are a great obstacle, and trying to time it right so you land on them when the light is red feels very satisfying. 

One gripe with the controls - it felt annoying having to move my mouse back and forth to select the directional buttons - a button to cycle through them would have been nice, though it might affect the challenge of the game.

I assume you had a list of possible other ideas to implement but I'll throw the one that spring to my mind - a patrolling street dog/cat? You'd obviously want to stop and pet him to waste more time, haha. The challenge would be timing your walk to merge with the creature, who is constantly moving.

Overall, really good work!

The concept of this is fantastic and has SO MUCH potential. The idea of an oblivious, haunted guy fishing up random items from his past is really great. The game just needs more time to grow.

In its current state, the visuals, animations, textures, etc. are very basic. With a bit of fog, a moody sunset sky, and a better water shader, this would make a good impression. As for gameplay, the minigames are okay, they just need fleshing out.

The writing is decent, I can imagine the character speaking in a haunted, dreamlike way. 

The music does a good job setting the atmosphere. Again, with more time, I genuinely think this could be something pretty special.

Congrats on your first gamejam!

The controls are unique and pretty intuitive - drawing a line to move left and right is fairly responsive, but needs a little more polish (still impressive considering the time restraints of the gamejam). The line kept getting stuck on the screen occasionally which was a bit messy - a minor bug.

Always good to see young-kid friendly games! The story is charming and cute - my little girl enjoyed watching the owl fly haha.

The art style was lovely.

Considering you built this is under 20 hours, I'm impressed.

A really good frogger-like. Loved the sounds and music, and the art style captured Amsterdam in pixellated glory. 

Controls are tight and you can clearly see the path ahead. You did a good job making sure there is always a path to move forward, it never feels unfair, but its still a decent challenge.

Good work!