@symnel @electric-blue - thank you! My kids did enjoy it. The boy even gave it multiple play-throughs.
@ironygames - I was definitely going for something that would be challenging for kids, but perhaps easy for grown ups. The idea of the egg cracking based on velocity, or falling off based on angle - would be really fun to explore. I think it would be even better if I could make the difficulty dynamic. Eg if you broke the egg or it fell off - you don't lose, you just go to an easier timeline.
@commanderstitch - lol
@rjerez192 - thanks for the feedback. I'm pretty weak as far as art goes, and I didn't know the engine before starting the project. I was a bit let down by Phaser being geared towards pixel art and not handling SVGs well. I hope to get better as an artist/designer!
@darriasart - there is an alternate ending you might want to check out :) I added clues to the description.
@lalada - nice! Thank you :)
@mehrdadsh - thanks :)
@sneakycocoon - check out the clues for the alternate ending. I do wonder what you mean by sideways movement. With Lunar Lander controls, you need to precisely control the angle of your ship to really go "up". It is a control scheme that not everyone likes. I'm going to assume that's what you meant. Please let me know if I misunderstood.
@plopmenz - this game was too easy for my 6 year, and too hard for my 7 year old. So I tried to balance it around them. What age of kids did you see struggle?
@snory - that's excellent feedback ❤️ thank you. On the acceleration, seems to be you're not the only one who felt that way.
@jk5000 @goffmog @malai @gaminghamster @yolziii @clement-k @senokos @jessefreeman - thank you!
@kevinworkman - a cool thing is now they want more games with other characters. This Ludum Dare got me real inspired.
@adamcyounis - thank you for the feedback! I'm pretty bad with drawing, but comfortable with code. The game indeed has a small amount of content. I suspect you didn't evaluate the game as one designed for kids. In general the different perspectives and criteria you could use for judging make LD metrics hard to be precise with. I hope to level up the visual fidelity for the next one.
@sheetcode - I was thinking hard about the amount of rainbows to eat. The game has very little content because I didn't employ any map editor, just code. So the amount of rainbows was a way to buy more time for users to experience the control mechanic. In hindsight, I think maybe less one row would have been a better call.
@martiansteve - thank you. I'm glad you liked the sad ending.
@blobo @hakro - awfully positive and nice of you to say, thank you :)
@alex457 - Thank you. I planned a laser dodging level, but ran out of time. Seems this game was not viral or more widely interesting, so I hope I can get more content in the next compo.