thephantomdriver
ThePhantomDriver
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Im a 3rd year Game Design Student and specialize in Level Design, Game Design and Programming (In Unity). My strengths lie in First Person Action games (Especially Movement), but I'm fine with experimenting all kinds of games!
Im searching for Artists (prefarably 3D, but 2D is fine too) and Sound Designer
Here is my itch so you can check out my games: https://thephantomdriver.itch.io
It took me a minute to understand how to actually move the objects in 3D, but once I understood it was quite easy to do. I would have wished for the bot fighting to look a bit more exciting, but that wasn't the purpose of the jam
I was a bit disappointed that everything has a specific point where it has to go to, I wished it was a bit more free (Like the robot building section in Undertale Yellow if you've seen it)
What a game! The art was amazing and the gameplay polished!
The Cheat code at the end was also very fun to use!
I found it a bit fustrating navigating the pause menu and selecting different items/weapons. Also the hitboxes of my attacks were often small then I expected, which resulted in me getting hit when I feel like I shouldn't have. Other then that and some level design problems like leap of faiths with enemies at the bottom, this is a really strong entry, especially for just 2 weeks of work!!!
Such a relaxing game, I love the atmosphere together with the dozens of different AI behaviors!
I could definetly see it if the different body parts changed different things, for example the placements of the eyes could influence where the player can spot other fish, or adding a tail for extra agility.
Very awesome, I definetly want to see more of this, although please change the background, as that gave me a bit of a headache
A simple but effective game idea!
In the description you said you want to make a difficult platformer out of it which sounds like an awesome idea, I personally don't know of any Faudian Game (which I think this would be) where the difficulty of controls are actually made by yourself, so you can decide to focus your design on a particular part of the level that's challenging for you!
Some problems I had were the placement issues, where I expect to be able to place it at the edge but it was too far out, and I'm not sure if I'm a big fan of the automatic versions, as I feel like that can take a lot of control away from you.
Otherwise cool entry, especially for the 2 days you had for it!
The art is just gorgeous, very well executed! The swinging is fun and intuitive, the only thing that ruins it a bit is that there is practically no air control and momentum gets reset after landing.
Maybe you can add a slide button that lets you keep the momentum but takes away control or something.
Also zoom out the character a little, you should always be able to see what you grapple
The character controls and platforming feel great and are really polished, just like most of the game.
But I do have some critisism for the game as well.
1. The Camera zoom-in is a cool idea, but it kinda defeats the purpose of change the size since it doesnt feel any different. Size is relative, and since all other things are small as well and the camera gets scaled down too, it doesnt feel any different being small or big. I would maybe suggest playing around with either keeping the camera the same size or if you cant see the character well enough then you could only scale it down a little, so that the character still seems a lot smaller but you can see more of the room and its relative size.
2. There is a lot of waiting and walking involved that definetly needs to be cut down
I think with both these things improved this game could be really good, I especially like the sound design!
This was so fun, definetly could see a full game made out of this, maybe with a bit more diversity and more mechanics but the platforming felt great, the level design was straight forward but still fun, maybe a bit repetitive. The humor though is on point, what game dev doesnt want to make an MMO fast paced action adventure rpg momentum shooter?
The funniest thing imo was definetly the start of the blender level XD
Really creative vision and great execution, I would have just a few suggestions:
the controls are not very intuitive, but I think a simple way to make it a bit better would be to use the arrow keys instead of ijkl, since ijkl is such an unintuitive control scheme. There are probably ways to make it even more easy to pick up but this is my simple suggestions
and the second would be to not use red for positive things. After the first level I immediately forgot that red were jumping platforms and avoided them until like the 5th level. Its always important to use preexisting familiarities, in most games red is bad, so red should mostly be used for something that is bad (like the enemies)
But despite those complaints, great idea!
Unbelievably great game, especially for 3 people in a 4 day game jam! Loved the idea and the level design was really great. The polish too was excellent.
My only real critisism would be the jump, im not a fan of it only activating when letting go, id rather have it be instantanous when you start pressing it. And its probably more taste, but I often got confused (especially in cases where I needed to react quickly not to fall of) where I wanted to go forwards and started reversing of the edge (totally my fault i know XD), I think maybe the control scheme should be a bit different.
I think I would like to have the pullback motor on 'S', the braking on 'Space' and maybe the jump on 'LMB' that way when you want to go forward you dont accidentally reverse. But thats just my taste, its totally fine how it is!
Great game 100%, would love it to be expanded!
Probably the best level design ive seen so far for the jam, the core mechanic is used in a very creative way and really fun and easy to understand. The only small itty bitty improvement would be the jumping, it doesnt feel quite right and is maybe a bit short. Other than that, really good!
If you plan on doing more high qualitiy levels for this game I would definetly play them!
Really fun idea but the character controller was a bit fustrating, It feels a bit like Mario 64 with turning around and the fact that you can't fall down ledges made it fustrating going down the stairs again and again. Also I would maybe consider adding a sprint button.
Besides the character controller, the level design and execution were well done.
With some polish and a rewritten Character controller I think this game could really shine!
What a genius twist on the theme! Sometimes the car understeered a lot and I couldnt turn at all but besides that I didnt really encounter any bugs! What I would say though is that the different levels need something to mechanical to differentiate them so they are not only more interesting and varied but also more memorable.
But still great idea, great execution and Id love to see you expand (get it?) on that idea
Edit: Maybe an idea would be to make things like trees breakable at a certain size, so you can still have a shot at going to the speedlimit
Genius Idea and super well executed, I didn't run into any bugs while playing which is rare. I also likethe squishing of the character alot. I would maybe suggest giving the blocks and/or the player a physics material with no friction so it doesnt get stuck on walls. Also maybe add an extra downwards force after the player has reached the jump apex, it makes the jumps feel a lot tighter!
Really like the idea, maybe position the UI somewhere else so you dont block the view of the tiles you've placed. Being able to scroll the camera up and down would probably also help with accidentilly leaving tiles behind.
But the basic Idea is awesome, with a bit of polish this could be a really fun mobile game!

















