Its just a single puzzle. No end detection or more levels.
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Cool results for such a short development time. It would have been interesting to have some ai generated branching paths in the game as now it was a very passive experience. Not much to say about the story other than it very much felt like something that a current ai would generate.
The project was made competently and all the basic gameplay blocks are there, so good job getting everything functioning alone! I would highly recommend thinking more about the layout and progression of the game. Now it felt really slow and nothing very exciting was happening. I would also recommend removing lives and adding more checkpoints to reduce the needless walking back to more challenging sections.
Nice little game with a lot of personality! Unfortunately after getting the violin the game hard locked me inside the red blocks so I wasn't able to finish the game.
Looks like you had a lot of ideas and features in your game. Unfortunately many of them weren't very polished. Jumping felt weightless, character's shadow didn't always appear underneath and movement speed in general was very sluggish making the game feel very tedious and slow. I would highly recommend spending more time tuning the character's controls to feel nice to play when making a platformer. Graphics and characters were very cute and the instruments with different powers were fun to use, they really carried the game.
Superb mood and music! Gameplay and story progression were nice too, no unnecessary repetition and pace of new abilities was good. I was able to beat the game without any issues, but a couple of more checkpoints would have made the experience even smoother. Here is some minor things that could elevate the game further quality wise:
- Add proper integer pixel scaling, currently not every pixel lines up perfectly causing some irregularities to the art style
- Add some kind of visual element to the ship after picking up a 2nd jump, so you know you have the jump available
Awesome idea. Got 555 points on my first go! Painting transforming real time looked great, but I would have loved to see the points and gameplay ui to be more integrated into the painting itself. Now they felt really separated and I didn't really have time to look at the painting while playing. Great entry anyways! I felt like a proper ScreamStar humming loudly annoying my neighbors!
Making a N64 game is very hard and there are no pre made game engines available. Strong C-language skills are useful.
We used libultra, but N64 homebrew scene is evolving and currently there are more modern sdks available too. Check N64brew for most up-to-date information: https://n64brew.dev/wiki/Main_Page Their Discord is also very active and friendly. Good place to get started.
Yes. On both PAL and NTCS consoles. If you don't have an access to play roms on actual hardware Project64 emulator runs the game ok as well. Screenshots and videos are from the emulator as its easier to record.
Alt+F4 is global Windows hotkey to shut down the current process. You can use it to quit the game.
You are correct, that it should quit more easily, ie. use escape. I usually add esc to quit to my jam games nowdays.
@jayjayjay: You are a taxi crapet flyer and deliver customers around.
@bcoyle, @brianrose: It is a bit tricky to get the carpet into perfect position. When it is, the speed is good for even novices. Some of my friends tried to game without any help (other than having carpet in the right place) and they managed to get hang of it very fast. Try bending the carpet more into your lap. Thanks for the comments!
I just noticed that the video on the game page doesn't show up here. Here is some gameplay from jam night:
Engine: Unity with C#
3d art: Blender
2d art: Krita, Photoshop
Audio: Bfxr, Audacity
Might use Substance Designer/Painter if I end up needing advanced materials.
I will most likely put Unity project with the game upload for anyone to take a peek if they want.