Great job, Tim! This is a lot of fun, quite polished, and it's a wonderful execution of a great idea. Keep up the excellent work!
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I really enjoyed the concept! Racing snails and the plane mode had me grinning from ear to ear, and I liked how the big snail destroyed the environment as it rolled through! Kudos for a wonderfully whimsical idea and presentation. The game is quite difficult, and I feel that having some power up or item that temporarily boosted your speed would add a lot of depth. That way, you could afford to slow down slightly if you hit a blade of grass and not immediately die. It would also add depth in that you'd be actively trying to reach it instead of just avoiding obstacles, playing into the idea of risk/reward. That said, your first game jam game was much better than my first, and you should be very proud of how this came out :)
Thank you so much for your kind words! I really really appreciate it :) I've been debating adding a few additional tiles, sprucing it up, and making it a mobile game. I really appreciate you taking the time to play it and provide feedback, thank you :)
Thanks a million for the feedback! I went with the minute long time limit to play more into the theme and keep it short for repeat sessions, but I've gotten a lot of feedback that it was too short, so I think I should have included a "zen mode" or something to just solve puzzles without the time limit. Thanks again for your comment and for playing :)
Thank you very much! Yeah, my concession to the 48 hour time limit was resorting to randomized puzzles. The tutorial contains the hand-made puzzles with the difficulty curve, but yeah I agree that having the random difficulty curve in the main game is jarring. Thank you very much for taking the time to play and to write a comment! I played yours and rated/commented on your page :)
Great work! Very solid entry with great polish. It felt fun to try to challenge myself by hitting the arrows as quickly as possible. I would suggest that maybe having a smoother transition from arrow input to next level would be better, and also some instruction about hitting arrows in order (though the main menu does provide that); I thought you had to hit them together my first time through and lost because of it. I also liked the background switching and keeping the high score! Great job again!
Ah, duh, that makes more sense. Sorry, it's late in my time zone and I've been playing dozens of these haha. I'd love if you could check out and rate my game as well, I made a puzzle game too! It's not as beautiful and polished as yours, but I hope you have fun playing it regardless :) https://itch.io/jam/gmtk-2019/rate/460707
Stellar game, I forgot I was playing a jam game. I'd have an absolute blast playing this on my phone, it's seriously great and it already looks good enough and plays well enough to be a legit purchase. Seriously fantastic. Clicking the outside pieces to solve the Army challenge was a stroke of genius. My only criticism is that I don't know how well it fits the "only one" theme. I know you only control one piece at a time, but that seems not too out of the norm. That said, this is an amazing entry and I hope to see this on the App Store soon! Also, I'd appreciate a button to quit to the menu rather than having to kill yourself.
Really enjoyable game, I had a lot of fun and laughs while playing it. While I don't think the concept is too original, the execution and presentation were stellar. The description is 10/10, the adherence to the theme is 100%, and the Wilhelm scream had me giggling like an idiot. One thing I might change would be the very sudden death transition, and I didn't realize I was playing a battle royale at the the beginning so maybe some text explaining that would be useful. Those are minor points though, this was great and I loved it!
This was a seriously stellar experience. The body swapping felt cool and made enemies double as puzzle pieces. Your last level perfectly executed on the idea of having to kill enemies in a certain order to properly progress. The game feel was fantastic, each enemy moved in its own way but the unified control scheme/physics served as a great connective thread. If I could change one thing, I would actually just tone down the juice just a tiny bit, maybe a little less screen shake and lower volume SFX with the deaths. But that's minor compared to how phenomenal this was. 10/10, excellent work and thanks for a fun time :)
You're definitely not stupid, a lot of people have told me that it's on the tougher side! You're not alone! I'm glad you played it, and I really appreciate you taking the time to comment and provide feedback! :)
This was amazing, the presentation, mechanics, and everything were all around outstanding. I felt like I was playing a "real" game instead of a jam game. My only complaint was the inertia of the ship seemed annoyingly high. I get that that's a mechanic, and it was used to great effect in the level where you have to shield through the fire to get to the end, but I'd prefer a more responsive ship. I adored the UI with the movable screen, top freaking notch there. Wonderful work, I'm glad I got to play this!
Yeah, it's definitely on the more challenging side. I wanted to hand-design some puzzles and I ended up doing so for the tutorial. After reading your comment, I realized that I should have called the tutorial "Story Mode" and have the current game be an Endless Mode. There are 15 handmade puzzles in the tutorial so that would be like what you're saying. I appreciate your feedback and getting me to think about this more, thanks for playing my game! :)
Great job! A very clean interpretation of the theme. Some things you may want to explore in the future are more visual feedback for when you hit the spiders or get hit, and some instructions as it took me a minute until I realized I was supposed to go collect the spine. That said, I liked the enemy variety and how the character felt to move around. Excellent job!
I definitely liked the idea here of all the ants moving as one and taking one action a turn. I wasn't 100% sure what my goal was and how the rules worked (sometimes infect gave me new ants, sometimes it didn't) but I was able to grow my army to like 14 or so ants so I considered that a win. The font was really hard to read but there's something here, great job!
Hello all! I've been playing and rating a ton of awesome games and loving seeing everyone's creativity. If you want me to play/rate your game, post it in this thread and I'll check it out! I just ask for a play/rating in return :)
In my game, the objective is to solve puzzles in only one move. Solve as many as you can in only one minute! https://itch.io/jam/gmtk-2019/rate/460707
Thank you, and happy jamming!
I made a puzzle game myself and am wanting some ratings! You are given a series of puzzles and you have to solve each in only one move, and solve as many as you can in only one minute. I'd love it if you could check it out and I'm looking forward to playing and rating the other games in this thread! :) https://itch.io/jam/gmtk-2019/rate/460707
Thank you so much for the support! Given more time, I would have liked to design the puzzles or make them follow a difficulty curve, but given the time restraint I just randomly generate puzzles and solutions. I'm really happy you enjoyed it, thanks for your comment :)
Thanks, and 26 is a great score! You do actually lose a point for each wrong answer, but yeah a big part of the strategy starts out with identifying different tiles and then finding the source from there. I'm glad you enjoyed the game, and thanks a bunch for playing it! :)
Totally understandable, and the game was still awesome overall! If you have a moment, I'd love it if you could check out my game as well! Thanks, and good luck with the jam! https://itch.io/jam/gmtk-2019/rate/460707#post-865036
I didn't think I'd be getting emotional about a block-breaking game today but here we are
Stellar job, I really enjoyed this experience. If I had any recommendations, I think some visual to signify when the dash is off cooldown would be helpful, and I think a score of some sort (time survived or blocks destroyed, or both) would add to the experience. I also get how you wanted to be the "only one" but it felt more like survival to me than elimination in order to remain special. Those aside, the game was ridiculously polished with beautiful visuals and freaking J U I C Y game feel. Loved the particle effects and screen shake, and when I lost and all the colors changed to black and left one white square, it was a surreal moment. Bravo, thank you for the experience.
This is awesome, and I can definitely see Mark talking about it in his video. It seemed quite tough real quick out of the gate, so maybe a less steep difficulty curve could be helpful. I also loved the addition of the green enemy to make it so that every single action counts. The visuals were also fantastic, really just phenomenal job all around!
Interesting concept; I liked the aesthetic and the idea of not being able to slow down. The difficulty ramped up too quickly, but if the levels were designed in such a way that you could go faster and make it feel like you were constantly driving at max speed I could see this being quite cool!