that’s why each of the twelve games is available individually in its own mode, in addition to the “all” mode, though i agree that more thorough instructions could be useful!
Pineberry Fox
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I saw in the description that there are “boss stars” that are supposed to appear every minute, but i never encountered anything that looked like it might be a boss. Do i need to survive longer than three min to get the first? Is there a specific space they spawn in that i might have been too far away from?
You really leaned into the optional non-rated theme of “Gravity” but your answer to the “Use of the limitation” question doesn’t really talk about how you approached the mandatory rating category of “Constant Motion”. I’ll attempt an explanation here: “Player is a star constantly in motion, and its gravitational field adds to this by attracting nearby stars too” — how’d i do?
I could fly around and recruit white guys, the blue guys made a little chime upon being grabbed, the red guys were attacking, but i never found a way to increase my score above 0000000000 so i’m not really sure what’s happening there.
This game is really pretty with nice intuitive controls — though starting with “Press Left / Right” instead of “Press Spacebar” might have better conveyed that it’s a two-button game — unless i’m missing that spacebar does actually do something?
You’ve really captured that frantic feel one gets from antigrav racers like Fast RMX or the F-Zero games. I’m not sure if it’s just my 13” screen being difficult, but it can be tough to distinguish the shields from the other vehicles, so at higher speeds i mostly find myself trying to target the big rings, but the twisting turning track means sometimes i target wrong! I appreciate the full reset on speed upon taking damage, preventing spiraling. My high score is only 128860, but it’d be much lower without that! It also provides an opportunity to recompose and to appreciate the gorgeous backgrounds.
15:04.048 with 55. the timer could have been lower, except that i had to fight to even be able to see the game, as it is far too wide to fit on my screen and i had to find a non-game part of the screen to click in order to be able to scroll over to the fullscreen button that shrunk it. on the other hand, the timer should have been higher because a couple times the red borders failed to kill me when they should have. so maybe it cancels out.
overall, the game is fine, not too hard, although there is one point where the passageway is just 1px taller than your character and the ground is death. what’s the purpose? it’s not difficult, it’s just incredibly slow, because mashing shift kills your momentum, you get to move like 1px every second or two. I like the mechanics, and some flip animations might make them more intuitive. To make the control scheme more intuitive, you might want to make left/right swap directions (doing nothing when you’re already facing that way) and put jump on space
despite saying that you “did not” use the limitation, it seems that you were trying to do so with the use of the constantly moving red balls. that said, for a game entitled “Hard game”, i was really expecting to have the death-counter go above zero! did you accidentally make the playfield bigger than you meant to? you’re pretty much 100% safe along the borders
Your control scheme is strange and unintuitive, but clear enough from the description. The issue, however, is that the game page is larger than my screen is tall, and not locked in place, so attempting to move the ship with the scroll wheel results in scrolling the game offscreen! This makes the game extremely difficult to play, and not in the good fair way.
I will note that the english text in the tutorial says to shoot with the right mouse button, but you have that bound to the left mouse button (not sure what the russian version says, so probably check that one too)
This game plays like a 2D sonic game — doing everything it can to make you want to go fast, and then punishing you for it! The only way to die is to get greedy, yet still my high score sits at only 87077. The movement is incredibly satisfying, some of the best I’ve seen. It’s a game you play one-handed, and I’m only stopping because that hand is dead. I played the HTML version, so no music for me, but the sfx are great and really add to the retrofuturism vibes.
This was a fun little game. The coins were sometimes a helpful guide, and sometimes an extra challenge. I did collect all of them on the second level though! The sfx are good feedback, though balanced a bit too low.
There are some UI issues at play. The “next level” button on level three was, I think broken? I ended up playing through that one three times, thinking that the first two I may have locked the next level by dying at the same moment as my finishing, but the final time I was very thoroughly on-screen and it still sent me back to the start of that level. Level 4 was never reachable. On the topic of buttons: avoid having a Quit button that closes the game. Just, in general, it’s bad to have such a button at all, but it’s especially heinous in a web build because it doesn’t actually close the game or defullscreen it or anything, it just stops responding to events, basically killing the tab.
Gameplay-wise, everything felt good and responsive. Simple, but that meant you could really focus on making each part good.
Menuing was a bit difficult (see below) but this game has potential. The RNG detracts from the experience though: you do not start in motion, nor do you start aligned with the arrows, so only the orange slimes are a real threat. For the levels without them, you can win by doing absolutely nothing for a minute. Only level seven actually required left/right movement at all for me.
The music was nice, giving Tetrisphere vibes.
On presentation: It’s a simple game and your actions have reasonable feedback. I actually think they may have gone a bit too far: the slowdown when you jump is a bit overextended to the point of being jarring. Moreover, your description promises a minimalist pixel art style, yet no two elements have the same pixel size. The parallax backgrounds are a nice touch, but they don’t quite cycle cleanly; occasionally there are visible jumps. All of these are little things, but taken together they detract from having a good, cohesive experience. I like that the traffic cone enemy gives an anticipation as to what it’s going to do, and you give plenty of time to react to everything.
On gameplay: I reached a score of 300 before letting go of the controls and letting the run end. I mentioned earlier how there’s plenty of anticipation and room to react. On the flip side, this means there is no challenge in the game, and after a couple hundred points rack up it’s hard to stay engaged. It’s hard to overcome that in an endless runner, but one approach might be to slowly dole out new kinds of hazards, or to have any kind of non-flat difficulty curve.
On the limitation: You certainly used it, the gameplay elements are constantly in motion.
impressive! the music is a banger, could listen all day. eddie is overly generous and got me fully powered pretty quickly, netting an easy no-miss in the first couple loops. then after a death-spiral in the third (loop 2) i ended off with a high score of 124100 so far. i like the creative shot type fired by the gold guys, which looks like it’s designed to discourage just sitting at the bottom — i feel like you could lean into that harder with some enemies that aren’t popcorn who have wide-scatter shots, starting at one point but expanding outward as they descend toward you. too wide and the bottom becomes a safe space, but if the spread is narrow enough, it makes going higher a more viable strategy
that was neat. i think the plunger would be better with a keyboard shortcut so that you don’t need to involve a whole ’nother input device (the mouse) just for that. i found that the “power ups” were more of a hindrance than a help, just eating the balls, but i was still surviving after going through what i think are all the levels a few times each
i had fun! from the other comments it sounds like the ui could use more clarity — placements and all that were working just fine for me, and i think the asteroids only stopped spawning when the time till rescue became zero (tho i may be mistaken there). i was trying to get negative rocks but by my back-of-the-envelope calculations it seems like that’s going to take about a month, so i will concede and keep only the positive rocks
i love slidey ice physics! try to keep your game elements at the same scale though, the skateboard has these real big chunky pixels but then other elements have differently sized pixels or no visible pixelation at all, so it feels like a mishmash of parts rather than a coherent whole. my high score is 37, let’s see who can beat that!
just like tetris, this game shows that eventually, all will crumble away. the slimes eventually come in faster than you can mine anything, so they will win, the question is only when. i think one thing that could be improved is the tutorial: many people will generally expect the spacebar to be a default action button, and pressing the spacebar happens to correspond to the action of skipping your tutorial. so it’s easy to see the first bit of it and then plunge yourself into accidentally starting the game!
the game didn’t fully fit inside my browser window, but it was enough to where the whole field was playable. but a lot of the time i’d get my snake stuck running around in a circle when the cursor went too high up into the address bar. having the enemies die on contact had me thinking for the longest time that that’s how i was supposed to handle them, and that i’d buy upgrades from the shop, so it wasn’t until like my tenth playthrough that i realized i could grow the snake with the 1–4 keys — was thinking it was a mouse-only game!
i thought that the goal of the game was to spell the word, but it seems like playing random letters still wins the battle half the time and a lot of times it becomes my turn when there is no word left to spell, so i’m not entirely sure i understood the concept. was fun tho, and the music is a banger!
now that i’m actually seeing how to play, i think this would make for a neat puzzle game. like, if you in the background generated a layout and got some output, you could show the houses wanting that output and then the player could have to figure out an arrangement that would produce (at least) that. i’d play a lot of that
Cute game! It should not be tagged “Windows” or “Android” though, as there is now download available for those platforms. (HTML5/web is its own, separate platform that has nothing to do with those!)
On the gameplay itself: There’s no risk vs reward here. Because the changes are random and there is no transition period, players can’t react to anything. So the only reasonable way to play is to walk a foot or two, and then sleep through the rest of the day and the night. Opening up a short transition period and forbidding day-sleep would make people need to react, but that would come at the cost of entirely changing the feel of the game :c
For context, I reached “128 foots” without even looking at the game while scrolling through twitter on my phone, just paying attention to the changes in brightness in the corner of my perception. Didn’t lose, just closed the tab.
Consider using scancodes (keys-by-position) instead of keycodes (keys-by-name) so that your game doesn’t rely on people having qwerty keyboards [I don’t have qwerty]. Thankfully most Unity games support gamepad by default, so I was able to move with my controller, while holding my little finger on the E key, and maneuvering my trackpad with the other hand. Not a comfortable control experience, but it worked! Didn’t get to experience the SMITE, but I did get to experience the crash in the boss room!
I can’t play your game (it’s Windows-only) but having submitted to 23 of the 24 jams I’ve joined, I feel like I can comment on actually finishing things.
In general, you want to know what the “core” of your game is. What is the thing you want the player to be doing most of the time? Start with that, with no real assets. Personally I’m often making movement-focused games, so I’ll start by making just the physics in empty rooms with boxes for characters.
At that point, you’ll either have something that’s already fun, or you have nothing. Make a snapshot. (You are using version control right?) From there, you can add features, but always make sure you have a playable game. Snapshot frequently, basically whenever you get the next playable thing. If you have a list of “NEED THIS” and “NICE TO HAVE”, focusing on the needs first, you’ll be fine.
When time runs out, submit that latest playable version, that’s your game!
All that is on planning. Estimating timeframes is always going to be significantly harder. That’s the kind of thing you can only get with experience, and even then the typical recommendation is to double or triple everything you imagine. For instance, in my submission I have an achievement system, and I was sure that I’d be able to fill out a list of 48 achievements in a few hours. But the reality was significantly beyond that, and as a result some things just didn’t happen. This is fine. 72 hours is not a lot.
On Firefox I’m getting the “Error: The following features required to run Godot projects on the Web are missing: Cross Origin Isolation - Check web server configuration (send correct headers) SharedArrayBuffer - Check web server configuration (send correct headers)” message — should just need to enable SharedArrayBuffer in the upload’s settings here? I’m running the LTS version of Firefox if that makes a difference. Still not sure what was happening with Safari on my M2 air.
As for the updated version: the rule here is that updates are allowed as long as the original version remains available. Whether you want to make use of that or not is up to you, but even if you’re waiting for post-jam I very much look forward to playing through this again!
You tagged this as a downloadable executable for Windows, Linux, and macOS, but it is not any of these things. Change the game type from “Downloadable” to “HTML” and select the box that says “This file will be played in the browser.” (Also, it’s brotli compressed. That causes problems, so might as well go into the player settings in Unity and set that to Gzip or Disabled instead)
EDIT: fixed, thanks! Now that the game is playable, I am confused as to what the goal is.