Trashquest by icxon 2019-10-08T08:34:05Z
Cool aesthetic, interesting theme and unique controls
Foon → Ludum Dare Explorer → Users → dummydojo
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥇 | 2020 | 47 | Stuck in a loop | Undead Carnival Carnage | jam | Graphics | 4.91 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | Undead Carnival Carnage | jam | 17 | 4.36 | 4.16 | 3.69 | 4.13 | 4.91 | 4.66 | 3.80 | 4.41 | |
| 2020 | 46 | Keep it alive | Turtle Daddy | jam | 15 | 4.40 | 4.35 | 3.90 | 4.32 | 4.70 | 4.19 | 4.04 | 4.19 | |
| 2019 | 45 | Start with nothing | The Legend of Nüdacus | jam | 46 | 4.17 | 4.16 | 3.65 | 3.69 | 4.28 | 3.80 | 3.82 | 3.76 |
Cool aesthetic, interesting theme and unique controls
Fun narrative, simple art style, and impactful dialogue system! Nice little puzzle game! Overall a good experience.
Some critiques:
-I was confused what the goal was at first. Would have been nice to have a little more of an intro to the gameplay and goals
-I felt like some of the puzzles were a bit too difficulty. I didn't end up solving the obelisk or the characters on the ground one. I would have loved to see what kind of ending the game had though
-The digging animation could be sped up a bit imo, it felt a bit tedious at times.
-It would have been nice to turn the music off when looking for the river. I kept switching from the menu to the main game to restart the song loop so I can hear the river.
-Clue text should stay even after getting the artifact because I solved some of the puzzles without reading the clue
Wow that was crazy good! Can't believe that this is a compo game! Congrats!
Solid concept and core game loop! I liked that you had to go out to collect coins. Felt like a good risk vs reward scenario.
Some critiques and improvements I'd suggest would be:
1) Remove the fade on the music loop
2) Have projectiles continue moving forward instead of stopping at the cursor position
3) Having some water ripples, landmarks, or something on the screen to give the player the sense that they are moving forward
Love the graphics and overall vibe! So simple, but stylized!
The main character's art was well made and appealing! I really wanted to try the game based on that alone! Overall though, it was very difficult to distinguish what was going in the game. You can probably fix this issue by dimming the background elements a bit and highlighting the player/enemies to give more contrast to the scene. This would also go well with the theme of them being in a different realm.
I like the simplicity! Really felt like it went well with the theme of the game. The simple sound design and art worked really well for the gameplay. The puzzles were interesting and challenging. Only gripe is it felt like it really ramped up hard around level 17. I couldn't get past level 18 to be honest. Great game concept overall though!
Pretty cool overall! Good use of the game jam theme and I really liked the audio. My main critique is with the upgrade menu navigation. It was a bit annoying to go through it.
Very fun and quirky game! Humor throughout the game is on point. The art and animation is very simple yet detailed. Extremely well put together and designed to guide the player easily. Great work! :)
Very interesting experience! It really felt like I was playing a piece of art. Everything tied together so well to set the mood of the game!
Cool gameplay concept! Would be great if you were able to extend an already existing bridge. It seemed like it always started a new bridge for me.
Lol really funny concept and made me feel weirdly nostalgic. Didn't get very far into the game because I couldn't figure out how to do my job at all, but that was part of the charm!
Love the artwork! The feeling of the whole game is very nostalgic! Very simple game play keeps it flowing and easy to play. Great work!
Overall cool game. I really like the sound design!
Woops! Was still set to draft. Should be public now!
@shunaky Thank you so much for playing! Yeah . . . we totally forgot to make that last button work!!! Ahhhhh -_-
Very interesting concept. It felt very abstract and got me to keep clicking to see what would happen next. Makes me wonder how long it would go on for!
Interesting puzzle mechanic. Definitely can see it being build on. I just found the puzzles too difficult. It already took me awhile to get through one of the last tutorial levels. Balancing puzzle games is understandably hard though, so good job jam overall.
Super pleasant experience, loved every part of it. Not much to critique to be honest. Great jam game! I came across your website. Definitely gonna take a deeper look into your stuff later.
Fun and simple game. Small scope, nice for a game jam. Oddly very engaging. I felt super focused while playing. Main critique would be that it felt weird that you start from the beginning after you lose. This is understandable though considering the context and scope.
Good idea and overall cohesive art/atmosphere, but the gameplay needs some work on the execution. Some things that could be fixed:
-Was unintuitive when the fish were ready to be possessed. Took me awhile to understand that the red eyes indicated this. Also, some times, it seems like even with the red eyes, it wasn't possible to possess them. (I think this is based on how many I've already eaten?)
-The collision detection could be a lot more lenient. Felt difficult to actually get at the right position for the fish to be possessed and also to get in the right position to feed the mastermind.
-It was really weird that every character had different controls. I get what you were going for, but find a way to make this more visually apparent so it isn't confusing for a first time player.
Overall, good jam though!
I love it! Thought it was going to be a pretty basic game until it started getting weird lol. I would like to get a full lore background on why everyone wants his fire to go out. Some suggestions I have:
-Make hit boxes a bit more lenient
-Speed everything up so it doesn't feel as sluggish
-Maybe add a score system of some kind
-Make it a bit more clear that you can throw the enemies into the fire. Took me awhile to realize that. (Probably just because I'm slow though lol)
Amazing concept! Never played a game like this before, so I love the uniqueness in it. The simplicity of the graphics works extremely well with it, and feels really polished. Not much I can say about what to improve!
Love the art and Keith Flint. The gameplay was very basic. The foxes felt a bit strange since I don't think they were interactable/preventable. The UI also needs some work. For example, I reached a game over state even before the bar reached 0.
Cool vibe and art. The cat moved too fast though. Couldn't get past level 4. Felt more like a reaction game rather than a puzzle game. Also, you should just automatically restart the level after pressing the restart button rather than going to the level title screen. I can see this as a solid mobile puzzle game.
Really polished game, definitely the most polished game I've seen so far, but the core mechanics are really frustrating. Beat the game after like 30 minutes (avoiding all stars) and while its a cool idea for a puzzle game, I feel like there were a couple things that could be fixed to make it less frustrating.
-Ragnar should be slower and less random when not effected by a rune
-Picking/dropping controls should be smoother and less demanding on the player. I found myself constantly spamming space and it took a toll on my thumb.
-The first half of the game felt lacking in puzzle. I found myself just spamming pickup/drop to have Ragnar go straight to the princess. After like round ~13 it started to get more interesting though.
Btw, I liked the sound design, but it got really repetitive.
All in all though, great job! Was a good experience.
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Super simple. Gameplay was solid. I'm playing on keyboard and the 8-directional shooting is really weird. Kinda understandable considering its targeted for controller. The audio was really annoying and repetitive to be honest. Also, I don't think there was much thought put into balance as it quickly gets to the point where you simply can't shoot fast enough for the amount of enemies being spawned. Gnomes would spawn right next to the ducklings and pretty much instantly take them away. Some padding on the edges of the screen would help a lot.
Art, controls, and atmosphere were top-notch, but I found the gameplay to be quite lackluster.
-It felt counterproductive that the game has a huge focus on exploring, but you force the player to keep backtracking to the fire. This made it feel very tedious since about half the game becomes backtracking. A clear goal other than to survive might have made this more interesting.
-The "combat" was strange. I felt like since you were literally a character made of fire, you should have just made her throw fire at them instead of throwing rocks and stuff. Seems like a huge missed opportunity to throw some cool fireballs.
-While the controls and art were quite fluid, the atmosphere and gameplay felt slow.
-Maps were unnecessarily big. Considering how much backtracking is encouraged, there is basically no reason to go far from the campfire and it would only make it more difficult.
Overall, cool experience, but would need some reconsidering of the overall design.
@drewg8 Ah okay. I was trying that earlier as well, but after reloading the page again, it seems to work now! I gave it another shot. Seems like a cool mechanic for balancing the cost/benefit. A suggestion I have would be to allow the player to move at the same time as changing the temperature to allow for more fluid gameplay.
I really like the art style and the idea. I'm sure if it was fleshed out further it would have been interesting, but as it is, it's difficult to progress due to a lack of direction and some confusing UI. Some specific critiques:
-I can't figure out what the boxes at the top are meant for
-Some text seems to overflow the given area, so they aren't legible
-It seems like I can interact with other people mid-conversation
Overall was a decent experience. Seems like it would be interesting if polished a bit more. I found a lot of the text to be too wordy and draining to go through and a lot of the decisions not feeling like they had a lot of weight to them.
I like the overall gameplay. very unique for a game about taking care of a fish! I would suggest to add some more game feel sounds and visuals. like discarding didn't feel like discarding, so I was unaware what was going on at the beginning. love the pixel art, but would like to see some animation with it to make it feel alive! great work!
Art and style were cool, but the gameplay wasn't for me
Style was very interesting. Feels like a old school flash game which brought on some nostalgia. The gameplay is very simple which can be good as well. Some thoughts:
-I'm not sure if you meant for it to be, but it seems to mainly be about memorization. It was not intuitive which objects were harmful and which ones were beneficial. At the same time, it seems like some beneficial objects would harm me even if I tried to eat it. I think this has to do with the timing, but it was very confusing. If you didn't want this to be a memorization game, I think a simple solution would be to give good/bad specific very distinct color palettes.
-I had no clue what the goals are and what the UI at the top right means. I got to level 3 by just eating random things and it felt like I was doing the same thing I was doing before, but I randomly got to the next level. I noticed that sometimes eating something would fill a box in and other times it wouldn't. After playing and reading the description on this site, I guess you're supposed to eat them in a certain order. Some explanation/indication/tutorial in-game would help immensely.
-The hit boxes should be more lenient. I got used to them after awhile, but the timings for jumping were too tight
-I liked the audio, but it got repetitive after awhile.
Pretty unique idea. I like the setting and the art. The music constantly changing was pretty weird and annoying to me. It was a bit overwhelming to start with since there are so many rules and controls. I feel like you should try to condense these so that it isn't so difficult for a first time player to understand or to introduce them as the game progresses. The first day was realllllly slow. Putting out the fires doesn't feel very interactive. The pets feel quite buggy. I think they are getting stuck in the walls and they don't always get put in the cage when I'm right next to them. A pet got stuck in the corner of the show set under the spotlight and it basically just drained all of the happiness. The game should just end when you're at 0, so the player doesn't have to wait to know that they lost. I also feel like there should be a way to actively increase happiness, maybe giving the stars snacks/gifts during the commercial breaks would mesh well with the current game play.
Really love the art, but gameplay is a bit lacking. Could use more variation in game mechanic, maybe keeping each button at a certain level instead of just spamming. Also, I think this could really benefit from game feel techniques. It was difficult to know if you are actually doing anything because they shoot even if you aren't pressing anything. Could see a lot of potential in this!
Hilarious game! Definitely reflects the office life experience, but in a funny game way. The 2D on 3D works pretty well with the feel of it. Would love to see more options in things you can do with the paper haha
Cool concept. Having to drop your baby to access different parts is a nice idea. I also liked the art, theme, and level design. Some critiques for the gameplay:
-Everything was way too slow. Running, attacking, jumping, etc. I feel like you can double the speed of all of this and it might still be too slow. Jumping also felt a too floaty.
-Fighting felt really weird. It seemed like I was forced to trade hits because of how slow the combat was.
-Audio/Sound design didn't feel right. Like the sounds made sense for what was happening, but they didn't feel like they came from the same game.
-I got stuck when a guard blocked a downward staircase. Couldn't progress any further.
Good game overall though.
I laughed at first glance at the theme. Was a funny concept, but gameplay lacks directions or goals. UI was really confusing. Spent a minute looking at the screen until I realized what was interactable. Really weird experience combined with the music.
LOL. Very fun and entertaining game. Graphics, humor, theme, and fun are off the charts! Love the different ways you have to balance in keeping him alive. Super sad though hahaha
I love the art. Feels very nostalgic. The concept has potential, but the execution needs some work. My critiques:
-Wasn't very obvious that there was only one guy I needed to carry across. I was expecting to run into multiple guys I had to heal, so I left the first guy at the start and finished the level without him. You can fix this by adding more visual aid to the instructions screen or by just having it so that you save multiple guys w/o carrying them across. The latter sounds more fun imo.
-Carrying the guy isn't fun. It makes the game very sluggish and tedious. I very much enjoyed the core gunplay of the game, but the carrying dragged it down.
-Red barrels need to explode. Its video game law. (jk here obviously lol)
Good jam game. Looking forward to seeing future projects.
I liked the gameplay and overall feel. It was definitely very simple, but it was clean and easy to understand. Some suggestions:
-It would make sense if you can water the plants yourself after collecting water. Also maybe don't let the player collect water when he's full.
-The player jump is really floating. Some more gravity would help
-UI seemed to go outside the edges on HTML. Changing the resolution settings should fix this
Overall solid jam game.
Beat all the levels! Great game! Loved pretty much all of it. Great art, mood, level/puzzle design! Some critiques though:
-Mid-Air Coins/Keys were the most annoying part to me. Getting the egg to hit their small hit boxes was frustrating, so I completely ignored all coins. I would suggest finding some other bonus for players or perhaps making them less difficult to get. (i.e. instead of a bunch of small coins per level, one large coin like in SMB)
-Would be nice to have a move that specifically gives the egg a bit more forward momentum rather than straight up
Stellar game though!
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Looks and sounds very good. I really wanted to, but I couldn't get past the controls and game play.
-This game seems to be designed with gamepad in mind, but I'm playing on keyboard and the control scheme choices are really weird. Imagine using Shift, SPACE, E, A, and D simultaneously. I can't even figure out what finger combination that would possibly be. Even with using arrow keys, the left hand will still be using Shift, Space, and E, which is also a very confusing combination. Giving the player the mouse option makes no sense either as mouse position plays no part in the game play. A cleaner control scheme would be something like A/D to move, W to jump, J to pick up, and K to throw. This would make it more familiar to players and much more enjoyable. Options are nice, but having a clean and concise intended control scheme helps a first time player a lot.
-I couldn't get very far, but it seemed really punishing. I honestly can't get past the saws since they seemed to combo me and jumps feel tight. Starting over from the beginning also seems to be over the top considering the context.
-Pressing 'E' to continue seems weird. I feel like it should just auto continue.
-Having the rule of not being able to jump with the egg feels unintuitive. Maybe adding some visual to show that its weighing the player down for some reason would help.
@artyom-volkov It's no problem! All a learning experience. Just some constructive criticism. Good job with what you've made!
Seems like a cool idea and vibe, but gameplay is really confusing. Took me awhile to realize that its actual a pseudo turn based game. It just felt like buggy movement until I noticed that. I feel like a zoom out or some other effect to indicate that your turn is over/starting would help a lot here. I feel like a mix of action/tile turn based strategy would make for an interesting idea though.
First off, art was amazing. I really liked the visuals. The sound design was on point as well. The concept was nice, but the gameplay needed some work. My thoughts:
-It was confusing at first what was going on and what interactions were possible. For example, if I've thrown my axe away, is that it? Do I need to restart the game? Also, I couldn't figure out how to get more wood. I would guess I'd use the axe on the trees after planting them, but nothing seemed to happen.
-The moving using energy mechanic was really weird to get used to. I thought it was just buggy movement at first, but then I realized that there was an energy bar tied to it. You're basically punishing the player for doing anything. I would suggest having a walk/run mechanic instead.
-Gameplay is mostly just waiting around it seems. Maybe add something that is more active and keeps the player engaged. I think it would be fun if you had to micro-manage the camp with urgency, but right now every thing is really slow, so most of the time you're just standing around.
Good jam game though and it would be a cool idea if worked on further.
Great atmosphere and art, the actual gameplay was a bit janky at times but that's understandable for a game jam. I really enjoy the idea of the gameplay and it was a good way to cohesively tie the narrative with the player actions.
Good beginner game! Something to be proud of for sure. I liked that you had a tutorial. A surprising number of games overlook this. Some critiques:
-The controls were really weird. I could only move with Q-D? Seems like a strange choice. Also I feel like you could have made this a full keyboard game w/o use of the mouse and it would work well
-Several game breaking bugs. The mana potion kept falling through the floor and making me restart the level. I'm glad that you considered this though and made the level restart.
-Game felt sluggish. I would suggest just speeding everything up.
Good job on making it though! Cheers!
Very funny game! Love the voice acting and humor in it! Would like to see more development visually, but great set up so far! 2 minutes seems like its not much, but the difficulty of the game makes sense for it!
Pretty fun game. I liked every part about it except for the water hazards. I feel like this game could have been more fun without the water hazards.
I'm digging the really weird vibe of the game. Made me laugh first time through. The art style is charming in a way. Some critiques:
-Gameplay was confusing at first. I thought that there would be a clear priority of what I need to get, but it seems I should just be grabbing what I can.
-Options are incredibly overwhelming at first glance. I feel like you should have a lot less options and gradually make your way to more options to give the player a difficulty curve.
-I liked the audio at the start, but it got annoying after awhile, especially when it reversed/sped up.
-You should give the players instructions while they see the playing field, so that they understand the context. It's jarring to be thrown directly into the game after reading a couple sentences and just seeing a still image.
Interesting game though. Good job.
@timo-strating Thank you for the feedback! Glad you liked it. :) Once we have a chance to, we'll try to make the lives thing a bit clearer.
@c42 We're happy that you enjoyed it! Yeah, we find it rather challenging as well. The game gets pretty difficult around like wave 4 or 5. At the moment, we personally enjoy the concentration needed at the endgame, but if we were to make this a full game, we would probably want to smooth out the difficulty curve over a longer period of time to make it more accessible.
@arden Yes, wave 8 is the final wave. It gets pretty difficult near the end! Thank you for trying the game out. ^^
@shaolin-dave That's strange. We aren't updating at the moment and we haven't experienced any issues with playing it so far. Not really sure what the issue is. Maybe some random bug with the website? I would suggest trying again later.
@joemid Haha, thank you for trying Nudacus out as well! There's definitely some issues with that game in retrospect that we would want to fix, but it was a good learning experience.
@spirits Wow! Congrats on beating it! I don't think any of us have beaten it without losing a baby yet haha. Thank you for the feedback! Yeah, we were struggling to find a way to encourage the player to deliver the babies rather than hold onto all of them while still keeping it fun. Perhaps when we build on the game more, we can implement some kind of more robust system for it.
@g-a-gamestudio Thank you for the feedback! There should be a pause menu. If you press "P" it should pause the game.
I really liked the art-style and it seems like it had a cool idea behind it, but I couldn't seem to progress very far.
Some Issues I had:
-Sounds are really distracting
-I fell through the floor once and got stuck. This happened after falling off a ledge
-Not sure what to do. Am I supposed to just stand in front of these 'E' objects with my light? If so, it takes waaaaaay too long for anything to happen.
Graphics were great. Gameplay was very minimal. For the most part, it felt like I just ran straight to the exit without regarding anything. Some instructions would be nice as well, its kind of unfair for you to assume the players can figure it out.
Very difficult game due to some design choices. For a first game, it's good. Here are some critiques to help make the game better:
-The obstacles aren't intuitive. For example, the light post falling is impossible for a first time player to know. This is usually a mechanic found in rage games. I'm not sure if you intended for this or not.
-Too much visual clutter. It's difficult to figure out what I'm supposed to be avoiding because the background is so active. Highlighting obstacles is necessary to distinguish them from the background
-Hitboxes are too tight. Took me a while to understand that it was possible to jump over the dog and it wasn't just an instant death
-Bird is impossible to react to. It comes waaaaaayy too fast. Another trope of rage games. Not sure if intentional or not
-Restarting should just be another keyboard key and not through mouse controls. It's really inconvenient for a player. Space/any key to restart would make a lot more sense.
All in all, good job for a beginner. Looking forward to future projects.
That was super hard. Got stuck on the windy hallway with a bunch of spikes. The controls were really loose and the ball physics felt random at times. I also found that the level design was really inconsistent. The first tutorial level with spikes was one of the harder levels out of the ones I got through. It would be nice if the ball was picked up automatically instead of when pressing space. I never found a situation where I didn't want to pick up the ball. Having to press space just makes it more difficult and inconvenient.
Took me a while to understand what was going on. Interesting and simple concept. Graphics were great. For what you were going for, it seems to work.
Cool game! Beat it after my second play! Love the vibe, made me laugh forsure. Gameplay-wise there are some things I would suggest:
-Allow the player to try the characters while the instructions are shown. This gives the player a chance to get used to the controls before being thrown into the game.
-Give some knockback to the bullets. Would make it feel more impactful and add a bit more strategy
-Allow the player to cancel the water gathering animation. Felt pretty helpless when guys just spawned right next to me when getting water
Overall, great game, I loved it! Cheers!
Made me laugh. I like the style and it seems like a cool concept. Gameplay seemed really slow though (like a real turtle I guess lol).
Art is amazing and the sound design is on point, but I have no clue what the gameplay is. I spent around 10 minutes wandering around and seemingly accomplished nothing. I feel like some kind of direction regarding the goal would help a lot. Would love to experience this game.
Love the simplicity of it! Definitely a unique one in the bunch. It was pretty difficult, but fun when you get the hang of it. My suggestion is to maybe add more of a bouncing feel to the lines or something to help the player tell where their egg is angled to go. And maybe if the camera went along with the egg or just at a faster pace because it gets a little frustrating to have to wait for it to move. In all, still fun and unique game!
Gameplay and music were great! Really addictive. I just felt like the difficulty spiked too hard and fast sometimes where it became impossible without buying the right upgrades. I also found the way that the ghosts took the cake back a bit weird. It seemed like the strat is to allow a ghost who had a long distance to walk to steal the cake as I killed the other ones. Solid entry! Good job.
I enjoyed this! (unlike the real life experience lol) Game captured the feeling really well and it had nice touches of comedy to it. The overall vibe of the game was consistent and the visuals, sound design, and gameplay meshed cohesively together. I feel like you guys accomplished a game about catching an airport flight pretty well.
Some critiques for the gameplay:
-It got really repetitive. Adding some more spice like random obstacles, etc. would help a lot
-It was weird to have two similar game over conditions: the timer and the phone. I feel like this could be condensed into one.
-Being dropped into it was a bit overwhelming at first. I didn't know what I was looking for or where to go. A bit of easing the player into the gameplay would be nice.
Good job for what it is!
I usually don't play text based games, but I sincerely enjoyed the writing style of this. I like the fact that the text isn't very lengthy, but it gets the image in your head. Every decision also felt like they had weight to them and some consequences. The tone was also spot on. It had an aire of mystery to it and a lot of absurdity. I personally got the Boris Berry ending lol. For what it is, nice job.
Yooo I love it! All the visuals, the sounds, and gameplay were well down and very cohesive. Simple art and gameplay accompanied by pleasant sound design. Definitely feels like a great game that would work on mobile. You should consider doing a little app for it. I don't have many negative thoughts on the game, but here are some nitpicks:
-Gameplay could have a bit more variety to it. I can imagine stuff like comets that split up or comets that have a curve to their trajectory.
-Difficulty curve right now feels kind of easy and it ramps up suddenly. Every comet hit didn't feel too impactful as I still had a lot more Yobuds left even after a big hit. It only became a problem when the comets covered the screen. So the difficulty spike felt really abrupt.
-UI could be a bit clearer (mostly just the end screen).
Overall great game! Looking forward to seeing more games from your team.
Cool atmosphere and idea. I didn't really get to use the sound mechanic much, but it felt like an interesting take on a horror game.
Cute game, but the gameplay needs some work. Solid basis for a full game though once you do work out the details.
Game has a lot of personality and charm. I like the art style a lot. Gameplay would be interesting if expanded on. I feel like the objective and the items that are collected could be more clearly defined. I spent a lot of time looking for certain materials and couldn't find them. I'm not sure if there were there or if I just got unlucky. Overall good game though.
Great, simple, little story game! I love how you adhered to the 8 bit cartridge vibe completely. The short bits of dialogue in everything you examine was a nice touch. Definitely feels very nostalgic to play. The only thing I can say is that I wish it was longer/had more to do, but great work for the time alotted!
Nice game! First off, the art and mood are great. Everything fits together and feels like a game I would play as a kid on a nintendo 64 haha. Quick note, the controls said Q was to walk left, but it's A. I wasn't sure what to do when I got to the portal at the end while clicking all the controls I could before time ran out. I would suggest make that automatically grant you through if this isn't a bug. In all, good work!
Overall very fun game! Can definitely see it being it's own project post jam. While some parts were a bit confusing and easy to get lost at, it's very solid for a game jam. Core gameplay was fun, level design was overall good, and aesthetics/sounds were great. Obviously didn't really follow this jam's theme, but no big deal.
31.96! Fun game. Super simple. Good use of the theme. Best part is competing for the best time.
@nelow Thanks for the feedback! We'll likely add support for different keyboard layouts and some other control options once we have a chance.
@duke Thanks for the detailed feedback! Surprisingly this is the first time we've done a game like this (platformer). Our artist and musician are great! Also, I can see the reasons for the suggestions on the controls. The jump can be a bit tighter, but at the same time they were made high on purpose to always be able to reach the clowns and jump onto the horses. There's probably a better middle ground we can find for this to still keep the functionality while making it feel snappier. We appreciate your time for playing though! Cheers!
@codertrevor Ahhh unfortunately, it seems like the Twitch vods expired. We do have the streams saved locally though. We are thinking of maybe doing a little dev log video on it at some point in the future. We also do normal game dev streams Tuesday/Thursday 8PM PST if you're interested.
Cool game overall. Beat all the levels. Solid concept and art. It went very well with the jam's theme. I think it would be nice if there was a restart button on the keyboard to make restarting less of a hassle. Spikes were a bit hard to see as well. Maybe highlighting/changing their color would help. Some parts were frustrating since it seemed like I had to get lucky with cycles matching up (like with the moving spikes/monsters). Really liked the game though. Great jam!
Great game! took a while to figure out the code part, but eventually got it. love the whole torch puzzle idea. Not much to say on how to improve on it, but art is solid, mood fits, and hits the theme solidly!
All I can say is LOL. Thanks for the laugh
Cool game overall. The vibe of the game was great and the core mechanic was interesting. A couple critiques: -I found it weird that there was a slight delay after your movement for when the enemies and everything else moved. I feel like it should just happen all at the same time. -The hitboxes felt inconsistent when trying to attack at an angle. -I didn't see a reason why the projectile enemies needed multiple hits to kill. Just made the game feel more tedious.
Cool concept for a game though. Can definitely see potential for something post jam.
Style and aesthetics were great. Overall good jam. Although, I felt like the gameplay was pretty frustrating since between attempts of a level, it was mostly about tweaking the placements a little bit at a time. The actual puzzle part of figuring the path to take wasn't too difficult, but I found that the main difficulty came from knowing the player's speed and hurtbox. One recommendation I would make would be to respawn the player after they die, but keep the placements in the same place so that it doesn't feel as tedious. Also one other note, I felt like some audio can be toned down a bit. Especially the sound effect when the player turns after hitting a wall. Got really repetitive after awhile.