Thank you for lurking!🙌 I started to work again on the game and I'm currently porting the project to another engine, hopefully the full game or at least another chapter or two can be released in time for Halloween this year :)
~pinselschubser
Hey! Thank you for playing and your comment! Unfortunately this problem with losing focus and being unable to control happens from time to time, I haven't found a solution yet. The final builds will include downloadable versions at least for windows users which won't have this problem. Trying a different browser helps sometimes too.
The goal for this showcase version is to shoot 10 red target blocks by using the bow and arrow mechanic (W key). It seems this was not communicated well enough, sorry for that!
Hey! Thank you for playing and for taking the time to comment!
The next demo and the final game will have a much more step-by-step progression with teaching you different moves, for this build and the prototype I wanted to show the full movement options of the game that you normally have to unlock one after another. So I can see how it is a bit too much an overwhelming at the start right now.
As for the goal: There are 10 red target blocks in the level that can be destroyed by using bow and arrow. (W key) If you manage to destroy all of them you get a little "Thank you for playing message". So far this is the only goal for this version. Sorry if this wasn't communcicated well enough!
Hey! Thank you for playing and for your feedback. It's a sandbox but also I added a little challenge for those who need a goal in a game. You can destroy the red target blocks by shooting at them with arrows and if you manage to destroy all 10 you get a little "Thank you for playing" message. Sorry if this was not communicated well enough!
I can try making the jump timing on the slimes a bit more generous, thanks for pointing that out!
Hey! Thank you for your feedback :) I think the game effectively needs two seperate control schemes, because the game is not designed to be played with a keyboard at all. For keyboard controls, switching between bow and bombs could be useful, but would require either another button to switch or additional menuing which I'd like to avoid. For the controller options I think it would be a waste of buttons not to give bombs and arrows dedicated buttons. The grab/throw button is a bit of an odd one, because most of the time it does not do anything, but it has multiple purposes that all have to do with using your hands, like also clinging to walls to climb. I tried to get rid of it and fit these actions into different existing keys but it made it more complicated in the end. Also it will be used to grab and throw other items than bombs in the later development of the game.
As for the bouncy slimes: I'm sorry!
I liked the game a lot, you really nailed the feeling of an obscure NES title forgotten by time! Graphics and especially the music are very good.
There were unfortunately a couple of things that were driving me insane. The controls were not precise enough for the gameplay, I especially did not like the sections where you had to swing with the tongue, letting go and landing somewhere or swing again on a different point. I would have liked it a lot more if you just held the tongue button and let go of it to release, instead of pushing it again, that felt really unintuitive. I also think swinging pendulums in a speed oriented game fit the theme well, but don't make for the best level design. Waiting for the cycles to hit the right spot over and over again is really tedious if you need to go fast. The most irritating thing for me was the final section being accessible from the start but in it's blue state. It gave me the impression that I could take this challenge once I decided that I collected enough clocks and a better player could take this challenge earlier as a way to adjust the difficulty yourself. But that was not the case. I was able to turn up the platforms that you have to move up by hitting them with your tongue, but painstakingly slow. I thought at this point that the room was just a tedious test of patience, but I could not make it in time. So I decided to explore more to find more clocks and when I found all of them, the state of the section changed and it was suddenly doable. I would recommend not making the section available from the start or at least make sure that the platforms don't move at all, so the player knows without a doubt "I'm not supposed to do this room right know".
These criticisms are mostly level design and controls, I hope it helps. I had a good time with the game nonetheless and would love to see how you improve making games in the future!
This one left me with mixed feelings. Conceptually the best integration of the theme I've seen so far, but the rest of the game is unfortunately not my cup of tea, mostly due to controls and artstyle. If I could play it with my controller in a twin stick fashion I think that would help a bit. It's a typical case of "I want to like it, but I can't" :D Difficulty was also a problem for me and the overall gameplay didn't click with me enough to push through the barrier.
This is a great game! I love the artwork and music. The gameplay is fun and surprisingly strategic by the alternating frogs, it makes for a good highscore hunt. The only thing I think could be improved is the UI design. I think a font that fits the hand-drawn artstyle would have been a better choice instead of a clean one that sticks out a bit, but that's me speaking from a designer's perspective.
I really enjoyed my time with the game and hope you did so too making it!
Hey there! Well, the answer is kinda both. :D Unfortunately the ending and the lack of new dialogue was a sacrifice that had to be made in order to upload just in time. I will work on a complete ending and upload it right after the rating period is over, so if you want to replay the game you can have a more satisfying ending!
I remember talking in chat about not being able to make it and a certain fox telling me "whatchu mean you won't make it, of course you will!" which gave me the motivation boost I needed to make it somehow work in the end. Thanks for that and for playing the game!
Hey! Thanks for playing and also for the feedback! This was my first time making a game for Trijam and I was really determined to stay within the 3-hour time limit, that's why it's so short. I wanted to have more than one choice and a much larger story but I also wanted to get the atmosphere right. The button not working properly however is a big bummer! I try to improve the programming!
Hey there!
We started developing a game for the jam but soon realized our idea was much bigger than what could be made during the jams time limit. But we really liked our idea and so we kept working on it and want to continue to do so. For us, the end of the jam became more of a milestone where we would like to share our progress with you in the form of a game page with a making-of text and pictures of the assets we managed to finish during the jam!
Would it be okay to submit something like this?
We wish you good luck and success for the final day of the jam!