thank you for playing! :)
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Probably my bad, I most likely skimmed it, I think I saw the list of things mapped to left click and went "il figure it out" lol. I'm sure outside of game jam conditions it'd be part of a tutorial. I was going to update my rating but looks like I didn't mark you down for it anyway, was all high apart from audio.
I liked the physics style movement, took a bit of time to get used to it but works nice with the setting. It'd be nice to give the glowsticks more use whether you need them to find scan points or some other use, looking forward to seeing how this turns out in the future
Similar to the comment below I don't quite see the connection to the game and do see it was submitted into a large amount of jams so unless I'm missing something id have put it into more specific jams related to your game, with that being said I appreciate difficult games like Super Meat Boy but they all start with a difficulty ramp and I think this started off a bit too unforgiving to get me to play all the way through, so I'd maybe add a couple of easier levels at the start. I did find the gore when I attacked an enemy quite funny and appreciated it
Really cool idea! I was wondering how you went about implementing the fragments shattering. I'd agree with some of the other comments such as having a way of going faster when its an optional hold button so you can still take turns slowly. I'd maybe start off with smaller levels and allow the camera to scroll in/out instead. I think you could do a lot with this idea in terms of making specific shapes so pretty good.
I did read that it was your first solo game jam, I've only done one before and tried a few times in the past without finishing, I think it's impressive you still managed to get the game done and I wouldn't let it deter you in the future.
Wasn't too sure what I was meant to do after I got the fragment or if that was the end of the game as I couldn't see much else going on. I like the idea as I reckon you could do a lot with a submarine simulator style game. I had issues with WebGL as well particularly getting screen sizing working and a few bugs that occurred in browser only. If you have a download build that you can put up after voting ends that would be cool.
Had the same issue as Chromian with level 1 not showing, the visuals were nice and the bounce pads were quite cool. I think having more in air control would go a long way and help with the difficulty a bit, it also seemed to stutter a bit when in the air whereas moving while grounded was smooth
I like the idea and the visuals are nice. I got a little frustrated if the ball landed in spikes because then I just had to force myself to lose. It would be nice if it respawned at you after a while or if it hit spikes though I understand this might have been part of the design to not allow that
Menu's and visuals seem really polished, I didn't quite get when I could use the boxes, one said shoot to take it and then I couldn't seem to get the others so presume they unlock as you go? Pretty fun overall though
Really cool idea! The rotation mechanics were also good. I kept manually restarting not sure if there was a way to keep my progress without restarting if I fell as I seemed to be waiting a while. I'm sure there are lots of different ways you could mix this up per level in the future such as having different parts be assembled.
Really cool! There were quite a few moments were something clicked on puzzle and figuring those out was a joy. I also enjoyed that a few levels had a spin on things such as changing the sequence you gather collectibles or not gathering them at all. My only critique would be that the character could occasionally feel a little slippy particularly on sloped surfaces such as the level where you drop down and it tells you how to reset.
Thanks for the feedback! Yeah we had some issues with the unity player on itch and messed with the settings for a while I think it probably needs the default target size rather than our fullscreen one of 1920x1080. Should be able to fix once ratings are over, I've updated the page with workaround steps after seeing both comments. I'm glad you found the game fun and were able to play some of it despite the screen issues. Is there anything you would recommend to take it from fun more to that stellar level you mentioned, or do you think its more limited by concept?
Thanks for the feedback! Yeah we had some issues with the unity player on itch and messed with the settings for a while I think it probably needs the default target size rather than our fullscreen one of 1920x1080. Should be able to fix once ratings are over, I've updated the page with workaround steps after seeing both comments. I'm glad you enjoyed the game, when we knew we had limited time left and wanted quite a few levels it meant we had to get creative with combining systems (such as the turret moving level) so I'm glad you enjoyed those twists :)
Thanks for the feedback! We did add a skip when left clicking text but yeah I agree, especially if you have to restart it should skip it for subsequent attempts. Including star animations etc as well it can be quite long. Glad you found it relaxing!
Thanks for the feedback! We struggled with trying to match gameplay and realism and I think that's been one of the common changes people would like, so I think it's something we will look at addressing in the future, thanks :)
Thanks for the feedback! You raise a good point about the storage working in crafting not being communicated, glad you had a good time and had a different experience to the developers testing, being the tense moment you described. Yeah the run with shift isn't communicated and doesn't make much difference to speed, we had a constant battle between realism and gameplay, I think speed is something that could be worthwhile addressing in the future. I did experiment with bump maps to try and get some depth to the crater textures but was unable to get decent results. Thanks again :)
Cool game and seems like all the mechanics were completed which is rare for a first game jam game. I like the fade effect when you go in the house and the tutorial text was useful as well. Would be cool to have some red flashes or something when you're taking damage.
Nice sounds, enemy variety and I liked having all levels in one room without having to quit out to play each one which was good, I also appreciate being able to hold shoot down and the power ups were fun to use :)
Looking forward to it! I think invisible walls are fine, they just want to be closer to the left edge of the camera. First thing I did when I got into the first level was try move in all directions. I wonder if there's a way to have the invisible wall to the left of the camera at the start and prevent the camera panning any further left.
Wouldn't know where to start with programming this myself. When I started playing I was like "Why am I automatically moving?", then I realised what you did and I was shocked at how cool the idea is. Nice animations and sound as well!
Nice idea! I like how the bulldozer controls once you pick up some speed, would be cool to have something in the UI for trees remaining or your money going up, just some additional way to see progress.
Played for a few levels:
- Voice Acting
- Audio/Music (Especially the noise the black slime creature makes)
- Gameplay choices
- Strange having invisible walls spawn so close to the player
- Jump angle (of sprite) feels strange
- One time a dialog came up as I was wall sliding and it led to my death in the poison water