I really liked this one. I kind of like that there's no shot counter, or way to lose. I would have liked some kind of mellow music to be playing in the background while lining up my shots though to complement the chilled nature of the game. Well done!
Vmpwje
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Great atmosphere created for such simple graphics and a cool idea too! I see your observation about timing things with the music on a web build. I had a similar problem when I made Carol of the Bells (not a 3-hour game!). The way I solved it is to forget about delta time altogether. Instead, I used:
- The projectile's starting position
- The projectile's finishing position
- A timestamp of when the projectile started
- A timestamp of when the projectile was supposed to arrive at the destination
With these four variables I could calculate the position each frame by getting a ratio using Time.time in relation to the start/end time and then lerping that between the start/finish positions. Doing it this way means it doesn't matter how many FPS you're on, or what delta time works out to be, because you're recalculating based on the current time each frame.
Hope this helps!
Outstanding graphics for a pico-8 game. Pretty mellow compared to the button-clicking frenzy I had with the other stone skipping game in this jam! I would have liked some in-game guidance about what each of the gauges are for though. I know I'm trying to get each of them in the green area, but what do they represent?
For a previous game (https://vmpwje.itch.io/pac-man-metamorphosis) I wanted a high score which was essentially an integer, stored somewhere in the cloud, that I could reference. I after looking around a bit I discovered Firebase which allowed me to do that for free. It was pretty easy to integrate too, though probably more effort than I'd want to put into a 3-hour jam!
Nice game. I was defeated the first time I played, then got victory the second time. I like the idea, implementation and use of music and sound. The only gripe I have is that the indicator in the top right about how many enemies you've defeated is quite small with white text blending in a bit against a grey background. Bigger text, and perhaps pulsing the text when you defeat an enemy would have been nice.
If you want a variety of sound effect, easily produced, I recommend https://sfbgames.itch.io/chiptone
This is pretty good. I like the variation in character types, though the first one is *really* bad compared to even the next one up. I think there are a few things that would make this game a lot better with little effort. Sound effects are a big one, e.g. picking up coins, bugs dying, etc. I recommend https://sfbgames.itch.io/chiptone. A floor texture would have been good too, particularly in the AI area as I found I was wandering around with no indication of whether I was actually moving as I couldn't see any walls. There also didn't seem to be any way to win? Unless I missed that? I think I collected all coins and got rid of all bugs. Overall though, this was a really solid entry and was enjoyable to play.
Yeah! I won the game. The difficulty curve on this is really good. Took me several play throughs to get there and I enjoyed trying out different combinations of upgrades along the way. The only two things I might have done differently - sound effects, there don't seem to be any. The music is pretty catchy though. Also also the font, I usually pick a CC0 font from https://www.fontspace.com/category/cc0 for my games as I think the default fonts in Godot/Unity are quite plain.
Very good fun once I understood what I was doing. To start with I didn't realise my sneezes were bringing the buildings down as the camera is so close to the character that when the monochrome buildings fall you can't see it collapse. I would have like a bit more drama when the buildings collapse too, perhaps a sound effect or bit of camera shake? These are only minor gripes though to what is a very nice game. Good job!
I really like this game - the idea, the use of red/green to clearly delineate what you're supposed to destroy or avoid, and the level design. The wobble effect made it almost impossible to play for me. I hear what you say below about it being too easy without that though and I think I would have liked it more if there was a difficulty selector at the start which modified the wobble amount, perhaps with the existing level being labelled as "hard" difficulty! Overall a very nice game though.






































