sebastianscaini 2018-12-04 19:04
Amazing entry my dudes! As always, the art and polish levels are absolutely insane and the gameplay is a lot of fun!
Foon → Ludum Dare Explorer → LD43 → Super Sellout
By jorgegamedev, moski, Zachary Blystone, kroltan and ponchoguy
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 94 | 3.99 | 141 | |
| Fun | 262 | 3.58 | 140 | |
| Innovation | 329 | 3.39 | 140 | |
| Theme | 431 | 3.59 | 141 | |
| Graphics | 5 | 4.66 | 141 | |
| Audio | 39 | 4.06 | 139 | |
| Humor | 44 | 4.09 | 141 | |
| Mood | 114 | 3.92 | 137 |
Amazing entry my dudes! As always, the art and polish levels are absolutely insane and the gameplay is a lot of fun!
Incredible game! Phenomenal work! I think this game is definitely marketable!
Amazing art and very nice music! Also, the game is polished and gameplay works great. Fun game!
Holy art. Nice job!
Alright, here's my thoughts:
The gameplay was somewhat fun, and the mechanics worked great early on, but they failed to stand out. They're nothing amazing, and they started to fall apart once you got to about 20 seconds left. My rating: 4.5 stars
It's a pretty innovative game, with a unique and interesting take on a runner. My rating: 5 stars.
It fit well with the theme and didn't use a generic interpretation! Great! My rating: 5 stars.
The graphics are truly the strongest part of this game, and they work wonderfully! The animations started to fall apart a bit once the game got too far in, but that's a drop in the ocean. My rating: 5 stars.
The audio was decent, but I kinda expected more from such a polished entry. The music was good at first, but grew to be obnoxious. The sound effects were fitting, but didn't sound that great. My rating: 4.5 stars.
Heck yeah, finally a game that actually has a reason not to opt out of humor! 5 stars!
You nailed the mood that you were going for, between the graphics, gameplay, and audio. My rating: 5 stars.
Overall, it's a very nice, very polished game with a unique idea that was executed on quite well. The audio and mechanics had quite a few kinks to work out, but the overall mood and polish shined bright enough to make even those issues reflect the quality of the game. My rating: 5 stars.
Good luck, and good job with your entry!
Cheers, The Koala Squad.
Congratulations, very good! Highlight for art. I used all the sponsors at once. 3D effect =]
Incredibly well polished! My only complain would be that the respawn points can be a tad finnicky at times, but besides that; it is an amazing game!
Wow, the game feels so polished! the art is beautiful, really liked the comic book style. And that "page flip" to transition from menu to game!
I found it kinda hard to jump from one building to another, but overall is a very nice game, congratulations!
Great game! very funny and the art is really noce! The constrols was a bit off in browser but it was a great experience! Great Game, Keep going!
The game is very polished! The graphics are amazing, and the audio is very refined. There is a bit of work that could be done on the gameplay. The stickers which decrease max speed basically give you free points, as they're too easy. The puddles, banana peels, and the like barely hit you as soon as you get even semi-good at the game. The difficult ones are the ones that attract objects, the metallic one, dogs, and cats. These are the ones that actually make the game fun.
Also, good job on including the lava lamp.
Game polish goes far. I really liked all the artwork and liked that to increase replayability you had unlocks. I think I liked the chroma glasses best. If you don't mind my asking, how did you do the chroma effect?
I think would have liked more hazards that affected the way it looked like the glasses. Add film grain, black and white, lower resolution, etc. I did feel like adding the obstacles made it harder, but also made it easier to make money so it felt like pretty balanced progression.
I had some bugs related to the selecting of sellouts where I couldn't click them and had to move the mouse around for a bit. Also had once where I super jumped or something for like three rooftops. Well done!
That was insane!! Great job!!
Looks amazing, first of all. Fitting art style and ya'll absolutely nailed it. The idea itself is novel; never would've thought this deeply about a theme like this while also having such unique context that is both comprehensible and fitting for the theme. The game is extremely well polished for ludum dare, and yet there's still quite some diversity to the sponsorships you can sign into. The idea of capitalizing on the publicity of vigilante life reaches very high in the Humor category, and it's clear I'm not alone in saying this. Across the board, this game is generally astounding for the time frame given: the art, the concept, the sounds, and the execution. Solid 5 stars.
I love your entries every ludum dare! These are great. Your optional difficulty system reminds me a lot of the system in all of the Super Giant games, and that's great, that space has so much to be explored. I really like the innovation on the difficulty front, but the actually minute to minute gameplay is pretty simple and can get repetitive. I like it a lot more from the aesthetic standpoint then the actual game itself. That said, Art, Humor, Theme, the voice acting, all of that was wonderful and have fives from me. Wonderful entry.
Incredible, like your past entries. Consistent and pretty graphics, plus just incredible amount of content and visual features... down to the menus, options for enabling sound, and different sprites for citizens. Incredible level of polish.
What a beautifully polished game. This really sets the bar for what I need to try to achieve in future Ludum Dares. I don't know what to say that hasn't already been said. Beautiful art assets and excellent presentation. I love the customizable gameplay; my only complaint is that the game doesn't seem to get that much more difficult even with all the contracts. I am blown away that this was created in just 72 hours. Phenomenal job!
Really enjoyed your game! There were a few parts where the gaps were too wide for the speed I was running at to feasibly jump (or I'd fall and get planted right in front of a gap before I could jump), but those are about the only complaints I have! The art was excellent, the audio was fitting and polished, the gameplay was fun and the contract mechanics were funny. I think you guys did an excellent job incorporating the theme into your game, and it really shows in the final product.
Dat quality! Dat craftmanship!
Can't say much other than "Great Awesome Job" you guys. Quality for the graphix and sound were top notch! I do however, have a few pieces of feedback... Maybe it was the HTML5 build but i had some issues just pressing "Play" on the intro screen. My other and final pieces of feedback were the controls. Maybe it is because my bday was today and im getting old... but I found it super difficult to move, jump and pressing "F" on my keyboard. Wished the "F" button was assigned to a different key. That's it! loved the artwork and general concept of the game. Very amazing to see the quality content coming out of these comps. Thanks!
This game is fun and look really great! So polished, impressive performance for a Ludum Dare submission! Great work guys!
Absolutely amazing job on the art! Moving up vs jumping was a little confusing at first. I think the jump could certainly have used used more feedback/differentiation from normal running, on top of the shadow separation and slight squish- maybe the squish had to be more pronounced. The layering of the character with the buildings was also graphically confusing- when you fall down, with buildings that are supposed to be in front the character always being behind. But then again, 3-day time frame, so it's acceptable.
But wow, aside from those(purely personal) issues, everything fits together so well! One more thing. Super good job on the overall presentation. The menu screens, even this page, and the itch.io page. The best I've seen so far.
awesome work, waddle on buds!🦆
I am so impressed this has been made in 48 hours, the art style is amazing memes not so much buuut... well that's the point... right? there's a satisfying af game loop that could certainly be added to and the modifiers really put a lot of variety into the game!
This is an incredibly well-polished game jam game. It almost feels like you guys had all the time in the world to make this look like a legit retail game (low-key jealous...). I love all of the little touches of personality you were able to squeeze in here (the flexing kitty probably being my favorite).
I sort of wish there were a larger variety of unique contracts to take, though. I love the concept of setting your own difficulty level ala Bastion-style, but I wish I could have selected any of the contracts from the start, instead of seeing the unique-sounding ones un-selectable, and only being able to choose from a bunch of speed-dropping contracts.
Regardless, though, I'm super impressed with what you guys have done here! This is easily one of the most polished games I've played so far!
Very nice game!
Pretty cool, I really liked the music!
Feels really polished, very impressive! I would have liked some modifiers that change things up even more, and I had some glitches post-dying where I'd retain state of slipping/falling. Overall great work.
Awesome game! Very beautiful art, the mood is amazing and the gameplay is addictive. Good job!
you guys rock, great job, no one cam just play just one run, you made me play over and over again, just a amazing game congrats!
Great game, you guys are awesome!
Super polished experience for 72 hours. Amazing artwork! The paper style was a great way to go that looks stylized but also really good. Amazing.
Again I am astonished at the amazing answers we've acquired from the awesome allies of this activity. So much I'm alliterating to achieve attention. I'd add more, but I'll acquiesce and halt to avoid further annoyance. Starting now. Thank y'all for the comments, and I'll make sure that [the team](discord.whalesandgames.com) replies in brevity, starting with my lead. Lets go! :whale:
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@sebastianscaini It goes without saying that we're spazzed out at having your team around as well. I'll make some time to play yours today as well. Thanks!
@hydro-games Then we should sellout with the Super Sellout, huh? HUH? Thanks to you too!
@jens-steenmetz Eiii, thanks! It gives me goosebumps when people say they like my art, but this time around I'd say that it was all possible due to @jorgegamedev's constant feedback and reinvention. It really pairs up well with @zachary-blystone's tunes, even if I have to say so myself. Cheers!
@trifectuh :thumbsup:
@koala-squad Oh, we did face a lot of hurdles to get this done in time, and even then there were some kinks to iron out. But we all know how it goes: You live by the jam and you die by the jam. Your in-depth comments are fair, and I'd even say very generous. My team is humbled, and we appreciate taking your time to check us out. Thanks a bunch!
@kaish Here's hoping no one spazzes out. I particularly found the 3D effect very trippy. Working as intended though! Thanks for the comment!
@alph It happens. Wish we could have solved that one out in time, so we'll consider focusing more in fixing the overall game experience earlier in the future, even if it's at the expense of features. Thanks!
@arvejeitor It can be tricky with so much going on at the same time. Still tho, here's hoping it didn't cause major problems to your experience. Cheers!
@jazambuja If you happen to have a controller around, you should try that instead. It could make it more intuitive, I hope. Thanks for the comment!
@groverthegrovekeeper Yeah, we didn't get enough playtesting and balancing. A friend actually said that the stickers made the game better, since it was too fast otherwise. And we had so many ideas that weren't implemented. But if there's one thing we can all learn from making LD jam games is to learn about scope. Cram too much and it may all crash down at the worst possible moment. Anyhow, thanks a bunch for the feedback!
@phearbot Thanks for the ideas and interest. I've let @jorgegamedev know, and he'll tell you about it as soon as possible.
@zombie-virals Thanks! And again, thanks a bunch for the stream! Our team really appreciates streamers and youtubers that are up to some cooperative growth! Cheers! :champagne_glass:
@cameron-dunlap Glad you liked it. It has to be our most humorous entry to date, and I'm glad it could be done with such a somber theme.
@kleinzach Thank you! Early on, I was worried about the direction of the artwork, but the team somehow made it all work.
@jeremy-ryan Our programmers @jorgegamedev and @kroltan really pushed the polish as much as possible. Even with some glaring problems in the final product, I believe they really deserve the praise, so thank you for the kind words!
@jeremy-ryan Yeah, I would kind of agree. If anything, I'd say that playing with everything on is the way the game is meant to be played. Thanks for the feedback!
@Vipaka I'm half believing that maybe you had too many sponsors to jump the gaps, since, of all the problems, I didn't encounter that specific one. But I'm willing to believe it's still possible, so I'm glad I opted against making the game end if the player falls off a building. We'll look into it, thanks!
@meenners Thanks for the comment. I originally suggested E, but that ended up not being much better than F, and we kind of just left it as it was for the remainder of the game development. Still tho, thanks for pointing it out. And again, great work with [Bloop Bloop!](https://ldjam.com/events/ludum-dare/43/bloop-bloop)
---- Reaching the limit. Stay tuned for Replying to Comments 2: Electric Bugaloo
And with @moski's replies to the previous batch of comments, I will cover up for the second half. I echo his words by absolutely thanking you for all the feedback and kind words you have posted so far! I've also been scavenging through your profiles and finding games to add to my list and it's building to be quite the queue! :whale: Let's go!
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@phearbot The chroma effect doesn't have much magic to it. It's Unity's brand new post-processing stack (you can find it on the _Package Manager_) with Chromatic Aberration turned on to the max. It doesn't do the perfect 3D effect, but it's enough so it doesn't get in the way. As for the buttons, it's really Unity Animator in UI components acting up again. Thank you for your feedback and hope that clarifies it!
@reality-blind We're glad you liked it! You guys did an amazing job with _Sacrificio Inc._ and I've been looking forward to playing it myself (I know for starters that @moski already did). Your team is definitely a stand out as well!
@pranjalbisht The jumping could have definitely been more pronounced. There were a few work-a-rounds we had to do in order to ensure the jumping worked with the perspective, but unfortunately, it still ended slightly rough. The game is actually supposed to pause all scrolling when you fall off buildings so it doesn't look weird, but unfortunately it keeps breaking that on release builds. Pleased that you liked the pages design! I am a huge defender that the containers around the game cater as much to the overall immersion as the game itself. Cheers! :champagne_glass:
@tweedle It's awesome that you liked it! Waddle on indeed! :duck:
@ermgerd As we have already told you on our Discord, it was actually developed in 72 hours. That being said, we're pleased that you liked it! Thanks for sticking around! :whale:
@coleslaughter We have a joke phrase that we use internally saying _"I can imagine how even more spectacular this would have been with one more day."_ because even if we seem to include a lot of personal details and polish, there's always a lot of ideas that stay at the drawing board, including a bunch more of modifiers we had in mind. We decided to have contracts unlock over rounds to create a better difficulty gradient and give people a chance to see the game with very few effects turned on at the beginning compared to the end. A 'Unlock All' button was planned at some point, but didn't make it through unfortunately. Glad you've been impressed! :tada:
@kovareka It's nice that you've liked it!
@Quackqack Thank you! @zachary-blystone really did an outstanding job with the music! (We could him beat his keyboard during our voice calls.)
@earlybard Glad that you liked it! There were definitely a few animation glitches when it came to slipping/failing that we could unfortunately tackle in time and a lot of modifier ideas that stayed in the drawing board. :thinking:
@theonethatneverwas It's great that you liked it! What was your highscore? :money_with_wings:
@matheus-mello Glad to see that you've played multiple times! Unlocking stuff overtime was partially to motivate people to experiment with different modifiers and see how they did!
@slizzben You are awesome too! Thanks! :wink:
@jfraser314 The art-style @moski pulled off is definitely calling a lot of attention it! I personally also really enjoy the style the art has taken. Glad you found it amazing!
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And that makes it for another round of comments. We're going to keep doing our best to play as many games as we can and start posting some development stories in the main feed in the upcoming weeks. If you'd like, you can also [**follow our team on Twitter**](https://twitter.com/whalesandgames) (we will follow anyone on LD right back!) or join our [**Discord**](https://discordapp.com/invite/whalesandgames)! Would love to see you all there! Cheers! :whale:
Looking like an old four-color comic book and playing as a superhero similar to The Tick was pretty funny. The controls - especially with an Xbox controller - were really on-point.
Played it, loved it. 5 stars
Awesome entry! Interesting use of the theme. The situations you came up with were humorous and fanciful. Really well done!
Fun game but it scrolls to slowly for me. Im not sure if there is a way to speed it up.
Oh wow guys, this is great! The amount of stuff and polish that the game has is mindblowing. The 5 members team really came through!!! (I'm really gelous about this as a solo dev :P)
I love how crazy the game gets once you enable all the penalizers. Gets really hectic and fun! Also the looks and feel of the game is amazing.
Congrats! Looking forward to seeing more of your stuff in the future!
One little thing though. In one of my games I fell off a building, when I was placed on a roof I fell again without having time to react, then the same happened, and again, and again. And I had a loop of like 6 consecutive falls. Maybe a second or so of relax time after falling would have been good. This is the only complaint I have and this is getting really picky. Again, congrats!
Wow! This game is amazing! I love the graphics and the audio! You guys did an amazing job and I really enjoyed playing it! Well Done
The game was really fun and hilarious. Everything from the art to the audio to the gameplay was incredibly polished. My favorite thing was putting on all of the different ads and just seeing how completely messed up things got.
This is definitely a game that I could see myself playing outside of a game jam. It would be cool to see what you guys could do without any time constraints.
I had a lot of fun playing this great game!
Nice work as always. It really comes together with all that extra polish in every category.
Nice game and cool artdesigne
Top notch presentation (as always!). Gameplay-wise, I felt the jump was a little clunky and the character movement kind of floaty. Didn't really feel much of the theme there as some sponsors helped you rather than hurt you, and it didn't feel much of a sacrifice as opposed to more of a challenge. Otherwise it was a really fun game!
This is incredible work. The game design is top notch, the idea so fresh, and tge presentation outstanding! One amazing entry, I hope you're all proud! Top marks
The art is outstanding. You put so much work into the UI, the presentation and graphic assets, it's really impressive ! The concept is nice too, but atm the top strat I found is to stick to the left and spam the interaction key. The game still has a lot of potential, and with a few tweaks to the gameplay i'd clearly see this game being released on mobile !
(The interaction range is insanely high also, if you stick to the middle of the platforms you can interact with anyone on the Y axis)
Anyway, Great job !
Wow, just wow! Graphics are shockingly good, and I really enjoyed the take on the theme, super novel! The only criticism I have is that the jump feels a little weird.
I love the art direction. That comic-book feel is pulled off flawlessly.
An almost perfect entry in my oppinion! The sound design is great, the graphics are superb and the gameplay idea and mechanics are fantastic! (put in a little bit more work and slap it on mobile because i and many others would def. play the crap out of this :3 (For some reason this feels like Burrito Bison even if it's nothing like burrito bison. I guess it's the easy on the eyes visuals and sounds and addictive, iterative gameplay?)
The only thing that holds this game back from being a true 5/5 (i'm very strict with that!) is that the controls (especially the small "stun" after a flex and jumping) feel not as "tight" as it could be!
But great job guys and gals, you are now on my list of jammers to look out for :)
Awesome. Thank you from my eyes =))
Really fun game, I love the artwork and it is quite funny.
I think this is one of the few times I've seen a scope that is too small. Everything feels super polished with great graphics but the game itself is, sorry but, very underwhelming. Even with all the stickers and stuff the game kinda played the same. With all the resources you have, I hope you challange yourselves next time! Good luck!
I really liked the design of the main menu, though I still seemed to be able to jump even when slipping on puddles. Think that may be a glitch
Incredible job! I love the idea of stickers and coupons. Aesthetically it looks fantastic.
After playing it a few times, I realised that it turns into a different game as it speeds up. At the beginning, the player is able to move left/right and you often need to run and jump to make it over the ledges. When it speeds up, I usually find myself awkwardly pushed up against the edge of the screen and only moving up/down because I can make the jumps without running up anymore. It did feel a little clumsy because I was being pushed by the edge of game. However, I actually found my rhythm better not having to worry about the left/right movement.
Maybe the game doesn't need to let the player move left/right like a lot of endless runners, just up/down. That may solve the problem of being pushed against edge and allow the player to be framed better in the screen. There are enough buttons to worry about already (up/down,f and space) especially at a fast pace.
I hope that made sense and is helpful ><
You visuals are just amazing .. event the main menu
very well done
idea is cool, perhaps you need more variety for effects of sponsors(now it is mainly about max speed) and graphics are perfect, even for ludum dare page and itch page. your designer knows what he is doing. good job
So, I think you know by now that you've made a fantastic game with a lot of charm and replayability. And while I certainly think it's one of the best games at this game jam, and is probably good enough to release as a full game as-is, there are a couple of issues that I think are keeping it from being the best game it can be. Mostly:
1) I wasn't a fan of the controls; using both WASD and F at the same time doesn't come naturally to me, but if you're using the arrow keys, then using F and space at the same time puts your hand at a weird angle. Personally, I would have gone with arrow keys, Z, and X.
2) The power-ups (power-downs?) didn't seem to hamper my ability much, and whatever detriment to my score they did have, it was far outclassed by the money I was making from ad revenue. I was hoping that there would be one or two that made the game *really* difficult to play but which paid out a lot.
3) The variety in the powerups were also lacking; seemed like half of them slowed you down and nothing else. What about inverting the controls? Playing really obnoxious sound effects? Increasing the time to save people? Reducing the payout per person in favour of a flat rate? Stopping the gameplay to show an advertisement?
Cool Idea and amazing visuals :)
Very beautiful art and sounds. Amused the moving hydrants and lampposts. Everything is cool in the game, except for two things: 1) Near the end you just fly through the pits without a jump. 2) When u help 2 humans at the same time, the sound gets stronger and gets a little uncomfortable
Aesthetics makes a lot for this game! Arts and sound make it fun even before starting to play! And I have an old 4/3 screen, so in fullscreen sometimes I'm playing blind - but, even in this case it's still fun, trying not to fall down a building and get more money when I don't see the hero XD Nice entry you offer here, well done!
Solid aesthetics, thought the controls were a bit strange. For a game genre like this, I would have expected either the E key (for WASD) or X key (for Arrow Keys) to make the action, while the Space (for WASD) or Z to do the jump (for Arrow Keys). Thought that was a curious decision.
I thought the later parts of the game kind of scrolls a little too fast. It didn't seem to matter how many sponsors I didn't choose; I couldn't touch the right side of the screen. That limits mobility alone, so it felt kind of awkward. I did like the sponsors affecting dogs and metals, but I thought the puddles were visually not obvious as obstacles to avoid. Jump felt a little weird as well. I think some extra visual flairs should have been added to tapping F without anyone to save, as that would have informed the player that they are wasting their time doing so. The feature itself is fine, it's just not obvious.
the art is amazing. The controls felt kind of weird - slidy, sluggish. Overall the presentation looks really nice.
Funny, polished game! I included it in my compilation video series of games from the Ludum Dare, if you’d like to take a look :) https://youtu.be/cFpZDUQu-Js
Polish and humor are awesome on this one! However, I feel like the gameplay is a bit rough. Input is ignored during animations from prior actions, which just makes things feel sluggish and loose. Jumping between buildings feels clunky as well. Great work visually, thematically, and audio wise though! It really looks/sounds great!
Wow!I looooveee this kindof graphics! Nicely implemented game.
Art and feel are definite high points here. The variety of people needing rescued is impressive for a game jam/.
I feel a lot of the stickers are just more speed reducers, and with more time could be fleshed out to affect game-play in a greater variety of ways.
Amazing game, loved the polish on graphical, sound and collectibles, quite replayable also. Gob job!
Well, what do you know, i've been meaning to play this for a while, was surprised to find out you played mine first. Its like an honor or something, thanks.
Anyways, It's a very nice game. Looks amazing, the polish is ridiculous, even the polish of everything outside the game is crazy. Y'all went above & beyond. The gameplay was neat, I'll admit to some issue with the controls (mostly jumps). Now the theme is where I have question marks. Is selling out really a sacrifice? In game it didn't feel like it, there's only benefits. Now the game does seem to get harder, but the added challenges seem to also help since they slow you down making it easier to pay respects. So selling out is like win/win. I think is because the jumping is off, but many distractions including slipping lets you skip or not need to jump. But yeah, thats more of a balancing thing and I see the intent.
Overall, great game, Its simple, fun, doesn't overstay its welcome and oozes polish. Congratulation, you made something great!
That was really fun and I like how the interpretation of the theme feels quite different to most of the other games.
Loved the feeling that I was in a comic book. Seemed the F worked better on some characters than others, depending on distance and that might have been due to points earned. I loved the hello gamers on the main page. The art was great and this was a funny entry.
Cool game. The comic book aesthetic is neat and the 'pick your poison' twist is a unique, cool way to interpret the theme. Nice work!
The only problem I have with it is that 'f' isn't a very natural key to press compared to how frequently it is used.
It's a beautiful game, original idea too. I enjoyed this one.
That was hilarious! Amazing polish and execution, and a fun take on the theme!
This is amazing. The visual flair and level of detail are astonishing for just three days' work. You've put in an impressive number of "power-downs", and I was particularly impressed by the effects on the 3D one. It's got good replay value as well, with the high-score tracking and the power-downs that get unlocked over successive playthroughs.
My main complaint is that the controls are a bit fiddly. It would be a lot more convenient if the "jump" and "save" buttons were right next to each other (say, Z and X), especially since jumping right after saving cancels you out of the long posing animation, which really comes in handy. That's really the only issue I have with it, though. Everything else about this game is highly impressive.
Wow! This is very completed project for a jam. It really looks like finished and polished game. Great one.
Well done!, its a rather amazing looking game! i love the implementation of the theme.
I'm impressed about the amount of work that you guys did!
there are some things that could be better. - its nice you can jump of both sides of the building, however the buildings always seem to be perfectly aligned at the bottom. - The effect of the sponsors could have been stronger and more diverse. it would have been nice if you turn on all sponsors you wouldn't be able to get a good score.
The teamwork here really shows! Great job!
Great concept. The hurt animations often let me glide over gaps without having to actually jump.
The graphics, music and humour is really good in this game. The gameplay is okay, but I really would have liked more to do in this game. Overall a fine LD game. Well done.
Nice music and artwork!
The graphics are really well done! The controls could use abit of tightening though. Also, having more sacrifices seems to make the game easier for me, especially those that reduce speed.
Great job! your game is very complete! I loved how you seemed to care with every detail! Everything looks and sounds great! Congratulations, one of my favorites LD43 games so far!
Art is very nice. As well as the game itself. Challenging and fun. You guys did a great job.
Played and rated the updated WebGL build.
Great job for the jam timeframe. My high score was $8883 while selling out to ALL the sponsors! It was definitely funny seeing the poor guy in action with dogs and lamp posts chasing after him, barely making jumps as he slips through puddles...
Controls should definitely be split across two hands if possible. You already have bindings for arrow keys so you might actually just want to indicate those in your instructions rather than WASD (it works just fine, I found).
The gameplay obviously isn't the tightest but it's not bad for LD. That slot-machine-like sound for rescuing really helps add to the arcade feel of the game and makes you keep going. I especially liked the way that the speed gradually increases and how each successful rescue adds a bit to the timer. There were a few audio clipping issues (not sure if asset-related) and other minor things but again, good job on general execution.
Fresh, fun, original and the graphics really works.
My highscore: $6902
:thumbsup: The graphics and post processing effects were awesome. I liked how each type of intractable object had a different border color. Also the chromatic aberration near the borders created an effect of "oh no I have to get back to the middle of the screen!" (of course all the stickers kept me from actually doing that)! The gameplay didn't have as much depth as it could have, but it compensated for that by not stringing the player along with only a handful of sponsors each round, and instead dumped big selections on us each time, this was great since it keeps the player engaged.
:point_right: Sometimes the animation for jump would not play when crossing gaps. It was odd to see Super Sellout slide across a gap (though it kind of make sense).
:star: Overall excellent job, I really enjoyed playing this!
The aesthetic of the game are top notch, the audio is super funny, and the gameplay is fun. Great work!
Awesome game, with great art and sounds. Everything fits together very well.
I love the little easter egg on the title screen (ahh, video games).
Phew! It's been an amazing set of weeks hasn't it? It's quite insane to think that it's been three weeks since the last time we replied to some comments. Time advances fast when you're in an holiday and busy mood, but at last we're on the final stretch before we close off the year! That being said, before the jam closes up, it's time to catch up with some comments. Let's go? Let's go!
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@budaniel Making sure that our games work with controllers always tries to be one of our priorities during the jam. Glad to see you enjoyed them! :video_game:
@freixo Thank you for playing! Proud that you found it 5 stars! :blush:
@relictooth There were several other slapstick situations we thought up off but were unable to implement unfortunately. Great to know you still found the ones we were able to add in humorous! :clown_face:
@sockyman Might have been a WebGL issue. We've had a few issues with the physics of some of our previous projects when exported to the web, but that seemingly worked on the desktop version. Did you get to try that one? Good to know that you still had fun despite the issue.
@gerardb If you've only been doing stuff as a solo-dev for now, I totally suggest you to try and team up with a team through [Crowdforge](https://crowdforge.io/) or the like! It's a completely different experience, and it can teach you a lot about your own skills! As for the rooftop issues, we had this problem in earlier builds where the map would keep advancing even if you had already fallen down. Resolving a game breaking bug while at it coincidentally fixed it, and it should be much more comfortable to play without getting into consecutive falling loops now. Give it a try if you get the chance!
@cjn Thank you! @moski and @zachary-blystone did an amazing job on the graphics and audio respectively!
@ruddgasm Glad to know you had fun playing it! We will be actually starting some longer-term projects with the swap of the year, and we also have some plans regarding how we could expand both _Super Sellout_ and past jam-projects of ours. If you're curious and want to keep up, I totally invite you to follow us on [Twitter](https://twitter.com/whalesandgames)!
@ghostmaple Thank you! Glad you found it extra polished! :ok_hand:
@esina-yana Thank you! :thumbsup:
@randomphantom The jumping was an attempt at having the player be alert to another challenge, but unfortunately you are right regarding it being a bit clunky. If I had the chance to improve one thing first moment it'd definitely be the overall movement controls, making them feel more weighted and tighter. That and more sponsors. Thanks for the feedback!
@christina-antoinette-neofotistou We're always (mostly) proud of the games we make! :blush: What makes us even more proud is having people playing the game and telling us they liked it and giving us feedback. Glad that you liked it! :smile:
@beardmage All of the outstanding artwork is a product of @moski's fiery passion and numb hands! The interaction range is obviously a thing we have to look at considering that there were a lot of patch-ups we had to do to it and it still doesn't feel quire right. Thank you for your feedback!
@n4tticus The art direction is once again a by-product of the amazing work by @moski! The jump definitely needs some better weight. Glad you liked it!
@sadsmile Awesome that you're looking out for us! We'll definitely be participating in future editions of the jam! I've actually considered making a mobile version prototype with some tweaks to it to be more comfortable to play with lesser inputs but still haven't gotten around it. We'll let you know if we end up making something of the sort. Thanks!
@fobia Glad you're eyes liked it!
@rhukl Good to know you had a great time with it! :tada:
@sadzanenyama Different puddles have different effect. While the most noticeable ones are the ones that make you slip, some of the others actually reduce your speed. Glad you liked it!
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@jongjo Those are some interesting observations. I'd be up for experimenting with only vertical movement and trying to see if the gameplay ends up feeling tighter. I'm under the impression that the reason why the free-range movement feels off right now is mostly a question of balancing the rhythm and the rate new buildings get added in. The being pushed towards the edge is definitely part of the issue as well. Comments like these are always useful and definitely provide some insight. Thank you! :thumbsup:
@hadesfury All kudos to @moski! :flag_mx:
@wheatleyscience There were a lot of different sponsors that stayed on the drawing board that we'd love to add on top of the existing ones to give the game more variety. Also, we believe the presentation on the webpages surrounding the game are just as important for immersion as the games themselves. Thank you! :smiley:
@niterich The discussion about what key we should use as the action key was actually quite the debate while we were developing the game. Half of us thought E was better while another half thought F would do the job. Ultimately, we went with F because we had started with it, but I still much preferred the E key. I actually wanted to do full Arrow Keys+Z+X support as you mentioned, but unfortunately never got around doing it, leaving the arrow keys as a slight half-assed tape fix.
As for the power-ups, it's literally as you put it. There's definitely a lot of different power-ups that stayed in the cutting room floor (I've actually described some of them [here](https://ldjam.com/events/ludum-dare/43/super-sellout/scripting-super-sellouts-sponsors-and-behaviours)) that were meant to hamper the player's abilities much more. Increasing the power-up variety is definitely on our to-do list if we get the chance to revamp this game. Thank you for you feedback, and we're glad you still had a whale of a time with the game! :whale2:
@neowhoru Glad you liked it! :clap:
@hellsquirrel The sponsor's magnet has to be one strong magnet in order to attract hydrants and lampposts like that. The not-falling through a pit without jumping and the double-sound are two things we definitely need to look at in the next patch. Thanks for playing!
@lereveur I could have sword I had disabled 4:3 resolutions so that it'd still force 16:9 but apparently I must have missed it. It's on my wishlist to support more resolutions, but for jams, it's always better to pick a resolution for a art and trying to stick with it. Thanks for playing!
@omiya-games Like I've mentioned in one of the previous comments, the controls actually took some internal debate and discussion before we made the final decision on them, going back and forth between E and F and we really just struck with F in the end. As for the scrolling speeds and jumping, you're absolutely right in regards to the fact they need to be tighter. Thank you for your feedback!
@dusho Glad you liked it! Art's all on @moski! Sluggish controls are probably on me, but oh well, we'll do better at some point! :whale:
@jupiter-hadley Thank you for featuring us again Jupiter, both on your channel and on _Alpha Beta Gamer_! We swear that the _Colossorama_ update is still coming!
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And that makes it for my part. Like previous comments, @moski will be taking over to reply to the second set of comments. We have to divide the work, or that _pareto_ won't come through, eh?
Thanks to @jorgegamedev for the great words. But we’re nowhere close to being done, so I’ll take it from here.
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@nratcliff Thanks for the feedback. Yes, it can be a bit quirky. That kind of tweaks were among the last things we had a chance to touch up before wrapping up. It will be taken into better consideration in the future.
@yuliya-86 We’re glad that you liked it!
@masterkrepta Aye. The stickers were mostly for bulk until we had more time for more and better game-changing objects. But alas, we ended up axing stuff for the sake of wrapping it up. Can’t have it all. Thanks for the comment!
@xphere Thanks! The team really outdid themselves this time around!
@joh Hey, thanks! I didn’t personally get to play this one, but @ponchoguy seemed to have had a good time with it. I’ll have to check it out tomorrow morning. And sure, our “sacrifice” approach was a stretch. Not the first, second nor third time it happens, so we seem to be quite good at not following instructions :I Anyhow, thanks a bunch!
@nathanhoad Thanks! We appreciate that a lot!
@dk5000p Well, the comic book approach was our objective, so, mission accomplished! Thanks a bunch!
@flashviper Yeah, that’s a common complaint. We’ll see upon addressing that sort of stuff in the future. Thanks!
@hmhuhoh Always good to hear. Thanks!
@Drauthius Aiiii, thanks a bunch to you as well!
@F1Krazy Guess that getting the 5 of us to overclock paid up in the end. And yeah, that didn’t really account for how finnicky the controls are at times. Still though, we’ll take those sorts of details in consideration for the future. Thanks a bunch for the feedback!
@skigfx Well, what can I say? The programmers really know how to wrap up with polish. Thanks!
@twisted-hive We truly wanted to make more effects, but some things just didn’t align correctly. It’s certainly something to have into account if we ever have a chance to approach this project again. Thanks!
@kciwsolb Corny friendship speeches aside, they’re the best. Always a pleasure to work with them!
@JoshAnthony1990 When that came up to us with so little time to tweak it, we ended up shrugging it and accepting it as some sort of meta-strategy. With so little time and so much to fix and polish, that ended up being an unintended mechanic that, as amusing as it ended up being, should not be repeated. Thanks!
@jk5000 Well, we’ll see how to approach something like this with more gameplay to it in the future. Thanks!
@franciszek-pyrc Glad that you liked them!
@jusw85 Huh… We ended up balancing it the wrong way, it seems. Ah well. We’ll see upon trying things that affect the game in more meaningful way moving forward. Thanks!
@lucecyl Those are kind words. My team remains humbled, thanks!
@jevgeni-orehhov I’ll be sure to give the team another round of pats on the backs, thanks!
@ddrkirbyisq Even with time dedicated to polish and bug fixing, some things like the control scheme didn’t even look weird to us until it was way too late. It’s a shame, and sort of a disaster, really. But we’re learning. We’ll do better as we continue. Thanks!
@acaral They really do, even if I have to say so myself. Thanks!
@hitchh1k3r I guess it’s too late to pass that glitch as one of Monetization Man’s super powers, right? Ah well. A glitch we better figure out. Thanks a lot for the feedback!
@inkie-inc I’ll forward the good words to the respective members of the team, thanks!
@smbe19 Glad to see that someone addressed the easter egg directly. Even with limited time, it’s good to find time to put a goof here and there. Thanks a bunch!
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And that’s a wrap. Thanks to you all for taking your time to check us out, and congratulations to everyone that participated along us. We’re staying in contact to people who [**follow our team on Twitter**](twitter.com/whalesandgames), so do consider checking us out there or dropping at, [our **Discord Server** to say hi](discord.whalesandgames.com). Happy new year! :whale: :champagne_glass: