Thanks for all the comments and feedback everyone.
@adinimys Thanks for the report (and the suggestions!). I'll pass it along to the Phaser project. I'm not sure how much attention it will get because that is a very specific set of circumstances that affect a small feature of the engine, but we will give it a shot! Glad to hear you were able to find a workaround.
@ordineu That is my favorite comment as well. lol!
@junebug My theme usage is always hit or miss with people. I'm glad you appreciate it!
@amazura I have been thinking about how this would transition to a mobile game. I'd have to rework the mouse controls, but I think it is very doable. Thanks for the suggestion!
@entropymaximizer Nice work getting 3 stars on everything! You are probably better at the game than I am!
@marcusnystrand The difficulty on jam games is always hit or miss. I'm getting different messages from different people but I'd rather err on the side of too easy for jams that too hard. Thanks for the feedback!
@justin-c Puns are pretty much the only connection any of my games have to the theme :)
@fabula-rasa That is intentional. Basically any time your mouse is on the left of the screen you control the left hand and right side right. It means that you can grab a guy in one hand and then transition over to the other side and leave the poor shmuck stuck there forever. Emergent Gameplay!
@kjscott Thanks for the suggestions. I never thought of a sensitivity slider. That would be very easy to implement and a great addition! I also had an infinite mode for testing where you could press spacebar and drop a guy who you could throw around to your hearts content. I should have left it in. Maybe for a post jam version...
Also, you mean this bug? error.gif
I found that the day after releasing the game. The guy is sort of a zombie, alive and dead. He doesn't get affected by gravity either and you can't pick him up again after dropping him. But you can put him back in front of the keep and eat him again for double the points! It is fixed in my dev environment and it will be fixed in the post compo version.
@themadprogramer The mouse transition is actually extremely simple. Basically each hand has a location that it is trying to move to. It moves half way to that location every frame. One hand is active and that hand always tries to move to the cursor. The other hand has a home position that it moves towards. Then I just set the active hand to be the side that the cursor is on. Hope that makes sense!
@maniulo The original idea for the game was that the guys would damage the keep and you could eat them to get health back. You could also kill them by stomping. We dropped that idea early on and just made eating everyone the win condition. I was going to add some catapults that would stun you briefly when they hit you so you couldn't eat anyone but didn't get to it. Maybe in the post-jam version.
@amkingtrp Thanks for the comments! I'm going to try to port it to mobile using Cordova. And to Windows/Mac/Linux using Electron. We will see what happens...
@notapixelstudio There is never too much screenshake. (Kidding! Thanks for the feedback. I might tone down the roar shake a bit for future versions.)
@god-colo Thanks for the feedback. The Keep scares me a little also.
@zubspace I'm a firm believer that you should be able to experience the entire jam game easily. Glad you appreciated the experience!
@mika-la-grand That is good feedback. I'm sort of cheating by just reloading the scene every level (which is why the music restarts) because I'm lazy, so it isn't a trivial thing to keep it playing. It shouldn't be a big deal though. Thanks!