Turkey's Plant Emporium by Turkey 2020-04-29T09:38:46Z
There's missing a lot of content imo, but there's a lot of work done, and that's a pretty great base game, pretty sure that could lead to a great games with more content.
Foon → Ludum Dare Explorer → Users → Vollfeiw
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 54 | Limited Space | Parking HELL | compo | 208 | 3.47 | 3.26 | 3.02 | 4.28 | 3.64 | 3.33 | 2.92 | 3.45 | |
| 2020 | 47 | Stuck in a loop | Crazy Running Cow | compo | 179 | 3.66 | 3.72 | 3.22 | 3.58 | 4.01 | 3.32 | 3.65 | 3.48 | |
| 2020 | 46 | Keep it alive | Fire Saver | compo | 701 | 3.25 | 3.00 | 3.37 | 3.90 | 3.01 | 2.82 | 2.84 | 3.12 |
There's missing a lot of content imo, but there's a lot of work done, and that's a pretty great base game, pretty sure that could lead to a great games with more content.
I got so bored of bear traps that i started shooting every pixel of the ground. I shot my hare :(
Really fun game, would need a score just to know if i'm getting better at it or not.
Really cool game, fit the theme, spend more time than i thought. Got some trouble getting it worked at the beginning, but it's a pretty cool small tycoon game, could be really interesting on a bigger scale :)
Really cool game, fit the theme, spend more time than i thought. Got some trouble getting it worked at the beginning, but it's a pretty cool small tycoon game, could be really interesting on a bigger scale :)
Pretty nice feel playing this. There's a problem with that 60s loop somehow, feels like there's an optimized way to play this and the low timer, with the fact that you need to loop around your crop to get them pretty makes the game "too" easy to reach that max point. The idea of @ghast-neoh is a great way around this, but i guess this would just push that end point a little further. Maybe you could just find some sort of alternative way to score, based, like giving an extra point for every 5 second a plant is fully grown, and maybe even more points if that fully grown plant isn't watered for a while, that would ensure that player will take more risk to get more point.
I'm pretty sure that would lead to find a better strategy and way more randomized score outcome. You could even put some good and bad spot for growing plant, not that much but like, if they are too close together, they grow slower because of the water spreading out around.
And, don't take it bad, if i'm so negative, that's because I liked your game pretty much, i just feels that some adjustment could make it way funnier :)
I kinda feel like the wall jump doesn't push away enough from the wall, most of the time, i would go for wall jump instead of double jump (feels like going faster, even if it's not real). Overall, i like the atmosphere, and the fact that you don't see everything until you light it. It would require multiple run to perfect these jump and the path, without being unfair. Nice map design too. Great entry !
Really interesting way to get out with that with "inversed" turn base battle. The feel is really great, awesome job.
Great Agario / Early stage spore feeling. I like the intro animation, and the art idea, really dynamic game, kinda tricky cause it's fast but you constantly need to check if you can eat your enemy or will be eaten. Having a color to show that someone is bigger than you or not as a second information about this is pretty clever. I would prefer a softly slower version or a bit less zoom. I currently feels that i don't have the time to process any information at all cause i'm moving too fast around the world.
Fun game overall !
I loved the graphism so much, would have love to see what you got in mind and what this would have been with more time in this project
The control are really nice, very good idea. Really satisfying overall, i somehow find that trying to get the food sometimes made me loose momentum and loose time overall, so i often found myself aiming straight for exit.
Had really good fun playing this, great job
Nice game, maybe not enough impact with meteo hazard i guess. I don't understand why i need to use space to clean if i need to get it down all the time tho. And the music is nice, but .. https://www.youtube.com/watch?v=fZeZ75gM9p4 , nah dude.
Fun small game overall.
Instead of just randomizing speed, you could have made another type of enemy, just going faster, maybe flying around like the good old castlevania head, or even a slow big enemy that take multiple shot to kill. I find the lack of different enemy kinda boring, just playing the same 3 level, but just going faster than previous one. That's pretty much feels like some kind of endless survival, but instead, it's limited, and all wave are the same. It could have been 3 time the same with just an easy / medium / hard in the beginning. Yeah, diversity would have definitly made the waves system funnier.
Now, for the good points, i like the concept, that feels like old horizontal space shooter but it's not space and there's knights and baby dragons that are sad to die (made me sad too !), the small SFX and voices, and these graphics are pretty cool, and considering the tools you used, that's a pretty well done game.
Pretty fun entry, i could steal some idea from you ^^
Fun game overall, love the feel, i want to make everything burn in your game tho.
I find the difficulty curve going extremly high real quick, i didn't have time to get used to one enemy that i had a lot of other enemy trying to kill me offscreen, make a great die&retry system, that also avoid to get to wait 10 minuts to get some difficulty, but that's also frustrating on the first run, and kinda kill the fun of the discovery.
I played on normal btw, i assumed that was the way you wanted the game to be played in the first place, maybe i'm wrong about this and should have picked easy.
Great entry !
I pretty like the old Metal gear feel. If only this had the good old panic alert music from it (I know you know what feel i'm talking about). Pretty interesting concept to get with that theme, I like it. The fact that the spark energy decrease make a clever way to force player into taking risk, i love the minimap, well done for that, great design overall.
Thanks everyone for feedbacks ! Really helpful, i will work on an aim assist i guess, that would probably help me out in the future, and could probably make that game easier.
@nicksmaddog thanks for the bug report, might check that out.
@slimbun You don't "kill" monsters, you have to use it as water to grow tree, and "kill" fire. Somehow, i didn't got the time to implement fire enemies that was supposed to get big tree down to increase difficulty at some point. That's probably the easiest thing i could have done to balance the game and somehow, i focused more on a multiplayer request i got from early playtester.
Hey, thanks all for your feedbacks, this really give me the will to continue developping game, hope i'll do fine next one :)
@tim-eriksen I didn't really had time for local multiplayer, i loosed way too much time for this, and I didn't even had time to balance it or play test it. That was a good experience for sure, but i had so much thing missing in the solo game just because i made that multiplayer, I sadly had to make a choice, and I think that was the bad one ^^
That's awesome. This doesn't even look like a jam game, everything about it is so great. I would like so much to play this on mobile tbh. You guys could publish it.
Had fun with that, hard enough with my mouse. So I took my controller to test that out. It was too easy. You should probably put a max rotation speed with the joystick, right now, you just have to spin your joystick like crazy to beat the game. The gap between mouse and joystick is so big, one is kinda frustrating, other is boring.
I loved the mood, audio, graphism, and the concept. Great one.
A bit short, but had fun, so bad that he smoke
It kinda feels like 100yo grandma simulator, was fun to play, i went straigth to -35 at the beginning but hey, managed to get back to 25. Simple mechanic yet the game still manage to melt my brain, i had to think so fast. That's a really cool idea, it feels like a fast-paced point and click game.
He poop too much tho. Had fun playing this.
That's a really great job. For the sample story, i'd expected some funny output instead of just big Game Over ! every time
Kinda short, and expected to be able to fail somewhere, and not being able to spot everything. Somehow, i love the idea, coulb be really fun expanded to a big thriller game ^^
Pretty cool game, fun mood, great way to fit in the theme. The only problem is that when a cube pass in front of camera when holding a handle, it just threw that away.
Is it really rythm based ? Didn't feel it quite well.
However, reming me audiosurf in the game play, and oh lord did i loose time on audiosurf back in the day. Graphism are great, could litterally spend time on this if there was more track, because the audio is so good. You did great !
That's a bit short, but pretty innovative, that's a greate work you did there, congrats :)
Kinda easy, but fun to play. Leaved with 73/100 HP, maybe expensive items are kinda overpowered.
Ok, i'm still bad at getting in the mood for horror games. Kept running until i got the gun, then kept running till the bad guys was behind, gun goes pew pew, bad guy goes dead, and I is going to exit, well the "exit".
1st of all, congrats for the game, and for the mood, and for almost everything about your game tho. There's two thing : - Running kinda kill the mood, maybe being able to only walk at some point could be interesting, even more if we start by being able to run then loose that ability. - The monster, we shouldn't be able to kill it. I know it's not "dead" but we are killing it anyway, if you know what I mean. In the player's mind, it's over, and till the end of the game, it's still dead, i mean, if we could just every ammo we had and that shit still alive, that would be really scary.
Overall, great game, really
I didn't play yet, but you get a 5 star for mood just for the snes startup thing i guess.
So (Finished the game), i made it in 1st try, wich indicate that i clearly played too much nuclear throne. But yeah, that was fun, totally my kind of game, so that may be not really relevant.
There's a bad thing in my opinion, the ui (HP / Ammo) is cool, but tend to be "unaware of my own size" if i can say it that way when i'm not directly looking my character, my brain process it as "i'm going to be hurt" just before the "oh, it's just the UI", this is my only bad point i guess.
Well anyway, as for the theme, i really expected a loop system as in nuclear throne, where you keep your upgrade, but enemy are tougher and in greater number, the game being more punishing with every loop. That's kinda the same thing as you do "per floor" i guess, but, considering the same, i would have expected an endless rogue like, where you end up a god fighting god like creature.
With that said, I really enjoyed it, and from a rogue-like fan, not as a developer, but with my gamer heart, thank you for your entry.
I see top down shooter, i say yes ! Pretty fun concept, feels like a roguelike where you can go in the wrong way, just yes, had pretty fun time.
Somehow, i have things : - Couldn't figure how the hint works, is it UI related, is it the arrow ? - Sometimes arrow appears, sometimes it's already there, pointing on bad direction, i don't know, that confuse me - Enemies are hell of easy, I went to 1-5, i don't know if they change later but yeah, could work around to get some of them threw projectile to spice things up - Last thing is a bug, when you're close to a wall, bullet disapear in the wall when shooting
Had fun tho
Really great concept
Don't you ever try to catch my cow tho ! Pretty nice little game, really catchy, i love the graphsim and the mood !
One of the best entry in the jam so far
Really fun to play, i'm amazed by the gameplay, this feels so nice and polished, congrats !
Hey, nice little game you have here ! You could had have the classic teleportation when going out of screen if you wanted to go full "stuck in a loop" :P
For your question, no, feature are not allowed, only some bugs fixes are. Somehow, you can realease a second version, and give a link to that "No rating" version, as long as you keep your REAL entry, even if some would consider that cheating.
Sadly, balancing is part of game development, so yeah, it's about fairness.
One thing you can do when working with levels is to put a button to load next / previous level. On a real game, it's bad, but in a game jam, that allow people to try out more without having to deal with every level.
Not enough water to get to the end, thank you previous player !
Nice idea though, but firestorm come so often, and firefighter can't fight large enough area imo, that way all water is wasted for bringing up firefighter all around.
There's just .. nothing wrong about that game, it's just perfect, from theme to graphics, to audio, to menu. Congrats.
Hey nice game ! I love graphsim and mood, audio is great (Gaaaaaaame over !), my only concern is air control, i feel like i should get a bit more, but that's just a flaw in a really great game :D
Nice crypt of the necrodancer genre game, maybe the time frame window where we can Input is too small, felt like I was never good tho, ended up clearing the game the easy way.
Anyway, got a bug, explained it on your blog post, i dunno if it was fix in 1.1 already tho.
Great game overall
@jarnero Dungeon crawler rythm based having potentials ? Yeah, considering [Crypt of the Necrodancer](https://store.steampowered.com/app/247080/Crypt_of_the_NecroDancer/) sure it has potential, however, i'm pretty sure the rogue like community will not really see this as a fair move.
However, you already have almost all the ingredients to make such a good game, but I think you should get some extra idea to come up with something unique.
@jarnero So, everything i'll say from now will be entirely on a gamer perspective rather than dev.
First of all, you should keep the HP of the player at everylevel, or give them a fixed amount. I you really wanna give the rogue like feel, players have to feel rewarded for understanding IA and mechanics, right now, it's just about being able to survive the floor, rather than survive the game.
If i wanted something special about that kind of game, that would be RPG elements. I tend to be more attracted to games that give me progression through the run like [Magicite](https://store.steampowered.com/app/268750/Magicite/) does rather than entirely RNG progression like it the case in [The binding of Isaac](https://store.steampowered.com/app/113200/The_Binding_of_Isaac/)
So yeah, maybe some powerups / abilities you can perhaps increase through the run could be a great addition to the game.
Mobs variation, and even "Theme" mobs per level (let's say floor 1-3 is dungeon, 4-6 is forest, 7-9 is the magician hideout) could be really interesting. Rogue-likes game where you're stuck in the same environment through all game is kinda boring in my opinion.
You could think about an other way to interact with the music, i don't have any idea right now, but that could be interesting. Maybe some sort of "Casting spells" with a better outcome if you are in the rythm, maybe even some customise spell, who knows.
You could have some sort of rewards after each levels, wich, based on how great your rythm is, the better is the reward.
Treasure and secrets are really a good thing about rogue like. Treasure chest can give you some randomness, and secrets can give you some way to reward people that try to discover the game entirely.
You should also give the mobs the ability to "trap" the player, right now, it really feels like they're unaware of the environment. Coming with a great AI in 3 days is hard, but that's definitly something that will help the game entertain the player.
If it's gonna be a rogue like game, don't worry about increasing the difficulty, as long as it's still fair (don't make it unfair, don't fall to this trap). For example, most of the time right now, you can clear an entire room without being hit. That's not that easy, but the fact that enemies hits like babies, and you recover HP at every room, that make it really easy to just go berserk through all game, without being punished from taking risk.
With that said, I think there's enough idea here to start beginning with, good luck for your game ;)
Nothing to say more than well play,i followed the dev, and i'm happy with the final product. Congrats !
Really nice small narrative game, really enjoyed the mood here
Hey, basic memory game, it's kinda like remembering color of a card game by order you know, and I suck at this, i'm at twelve, it's a great idea. For those who got a ps4 controller like me, you can use DS4tools for windows to emulate an xbox one.
Ok so to be honest, i leaved at a point because i was bored. I started collecting fireballs, and then collecting fireballs, and then collecting fireballs, and then collection fireballs, and then collecting fireballs, and you get the idea.
While the idea is great, enemies doesn't really require to use your fireball, so you just have to collect them, then once in a while, just one shot a bunch of enemys, then get back to collecting fireballs again.
The gameplay loop is too much collecting fireball, and not enough fight, and it's specially just because enemies don't required to be killed to get more fireball. And then, the game actually tells you that you have to collect more to be powerfull, so why should i throw my power away right ?
Enemies should get better over time, maybe their speed should match player speed and add a dodge so that the only way to get passe through enemy is by using a dodge with cooldown OR killing them, that would make the fireball collect way more important, and harder to stick around with 50 fireball or so, i don't even know.
Overall, arts is great, controls are great, actual fighting is fun, remind me of zombie games actually, that's just the gameplay loops that is boring. With that said, i was stuck in that loop so .. maybe a plus for the same ?
Congrats for your entry, still a great job !
I also post it there for highscore hunter fireloop_score.png
Really great to pull out an 'open world' in so short amount of time.
I have 3 problems with the game : - No goal, the score is pointless because of being neverending, this end up being "only" sandbox - Miss of collision, can go out of the map, can go trough some object, and add some invisible wall somewhere - No drag, nothing making it soem sort of fun, but just a little bit of linear drag could make it great imo
Beside that, the gameplay is fun, really juicy, nicely done
Thanks for the feedback @magus77 ! Yeah, at first, the cow was sliding way more, but it was too difficult to control it after some times.
I think i'll finish this game after the LD47 with Coop, i'll correct some issues with lightnings and sounds, i'll change some texture, and i'll do fully controllable character. If i'm not lazy of course.
Thank you for your feedbacks.
Yeah, i had some problems with animation, i'm not really good at it, and the first running animation i made was too slow, and when i speed it up, it was weird, with the fact that bone weight around legs is really broken. Didn't got the time to redo the model.
About the running sound, yeah, just put a loop, i wanted to speed it or slow to match the speed and the feet, but changing the pitch make it sounds weird, so i kept the "best overall", even if this doesn't match.
Really thank you for your feedback @fabdynamic, this will really be helpfull wif i keep the project up.
@zakamana So difficulty relly on speed here. Everytime you're going to a checkpoint, your speed increase, everytime you take damage, your panic increase (with bonus / perfect loops) can decrease it.
Acceleration is greater in the beginning, while slowing down once you reach "the spot" where i think the difficulty should be (around 5 laps). However, you can have a slow down bonus. Sadly, i'ts all RNG, and if you can come up with one or more at every laps, well, it feels like taking forever to speed up. You have on average 3 bonus per laps and around 1 of 8 chance to get slow down bonus, wich should give you around one slow down every 3 laps.
On first laps, the slow down bonus decrease by the speed you get on average with one lap, while in the end game, it decrease the speed you get on average with 3 laps. If my math are done correctly, you get on average enough slow down to keep the game running forever once you hit the sweet spot.
If you find it too easy to control and anticipate things when you're at that sweet spot then yes, sadly, i didn't come with idea to increase difficulty without being unfair or breaking the game. So yeah, in the end, balancing the game was pretty rough, i added panic system so when you take damage and recover HP you still have a drawback for failing, it's kinda like a hidden health somewhere.
If you come up with some idea to slowly increase the difficulty without breaking everything up, it's all welcome.
Long answer for a simple question, thanks for the feedback !
@zakamana Bombs and milk spawn on same locations, out of the darker ground, and often close to wall. With more speed mean harder to get bonus without hitting a wall and harder to avoid bombs on turns. I could somehow works on a system that drop more bombs as time goes by, i think that less milks would be unfair but adding extra spots when bombs could spawn behind or in front of milks as the number of laps increase could be a great way to increase difficulty for sure.
I always ask for some friends that are mostly casual gamer to playtest my game to get a review of the difficulty, and it's hard to get things perfect.
@ausstein I have a problem with the webgl export of the game, wich doesn't correctly set a size for itch.io, fullscreen seems to be broken sadly, i'll see if I can work around that, i'll keep you in touch if it's working, but might be related to my version of unity.
@somnium Thanks for the feedbacks, especially about grass, didn't though about that :)
@tomeks Thank you ! Nice idea for ragdolls, might be fun ^^
@masonmasonoff @gilad-bar-ilan Thank you for playing :)
@schraf Thank you :D
@barrier Thank you for playing the game. Don't worry, you'll be a good steak !
@eldogg Hey, thank you for your comment.
Yeah, considering all comments, i should have put some props reacting to physics, and some ragdolls too. About orthographic view, at some time, i switch back to a perspective view, then back to an orthographic view again, it was easier to predict turns with an orthographic view, even if we loose a bit of the 3D world. As for the arcade style popup, thank you, it was inspired by ARPG to be honest, at first, it was looking at camera, but was looking like it was part of the ui, mainly cause of the ortographic view style i guess.
Again, thanks for feedbacks :)
@shp Thank you :D
@fractalsunrise I hope it wasn't too hard ^^ Yeah, about that lights, i knew that was too bright, but after more than 5 hours of burning my gpu on light baking, i decided that it was enough for now xD Your cows are cute too bro ;)
@bereg Thanks for playing. Yeah controls are .. kinda special. It playable using a controller, wich make it a little bit smoother, however, menu doesn't work with controller.
@froggimarc Thank you, the boost is currently inspired by rocket league boost, then the rainbow is inspired by too many hours of coding during the night, it made me laugh, so i kept it :D
@jajakeim @henrik-ganard Thank you for playing and your feedbacks :D
@henrik-ganard Ho, hey, you're the redneck boat guy, how's my score doing ? still 2nd ? I guess it's got beaten by now right ?
@bananabobbert The cow didn't explode, she ascended and she's now free from the loop !
@smiley405 Thank you, if you play a while, you can share your score :D
@oa5f I'll keep that in mind for the camera. There's actually some bugs that i'm aware off, and some thing that need to change. The camera follow the player and add up the velocity, and sadly, not normalized, so yeah, at high speed, hitting a wall make the camera doing stupid things.
@fumybulb Thank you ! Rainbow power up is the best ! :rainbow:
@apbakeware Hey, thanks for playing, and thanks for the advice. If I work on the game again, I will probably keep a "survive" mode, but I think I will go for multiple maps, with wider roads, and multiple player at once, with some AI i guess.
I keep in mind all the improvement that could be done with a game of this genre, but I think the base game itself looks more like a couch / party game, rather than an arcade / highscore game. So yeah, "more obstacle" could be a great idea to expends what already exist, and it will probably be done at some point, but I think other player could also be a great twist, and could lead to a game where, kinda like speedrunners, you just try to survive longer than other player.
I don't know yet, i'm experimenting with procedural generation on a platformer game right now, I'll probably get back on this game after that, because it went way better than expected, and it's a great start for a project, but, almost everything have to be redone from scratch. All these feedbacks will be a great source of idea.
And yeah, for the lap completion, I have to remake the entire popup system, right now it's just an animation with a self destroy function at the end.
And again, thanks for the feedback, i really appreciate it :D
@mike-caputo Thanks :)
@eloquence @ditam Hey, thank you, sorry for the delayed response, and yeah, I can't do jam cause I don't have much assets to work with, so I often starts with nothing. I don't have friends, and, i'm not really sure i could do any better even with an extra days.
If i get more confident in next jams, i may ask a friend to join me on a jam to give me more time at programming while he make models / sprites / texture but, that's not for now ^^
Really impressive, and there's only dots ^^ Enemies don't leave enough trace I think, i often feel like they are teleporting. And i don't even know if shooting actually kill them or not, but it's a greate job overall !
zombie_score.png
I was building my zombie killing maze when it broke sadly :( Nice little game, i think, buy just looking at this, that some math has been done there, right ? Anyway, had fun, most of tower defense game i played recently (and not recently) got me bored, but this one, just by the fact i could create whatever death traping maze i want, give me some real fun !
Great job !
It's barely unplayable because of the physics, and the mouse getting out of screen.
When using a rigidbody on player, you should go under constraints, freeze rotation, and freeze all axes, that prevent your object from being rotate from collision and other objects physics.
Also, you could use Cursor.lockState = CursorLockMode.Locked; somewhere in your script to lock the cursor in the game, You can also use Cursor.lockState = CursorLockMode.Confined; to get the cursor back, but only in the window (good for menu)
There's no way to reset the level, so when my character is stuck on his back for whatever reason, it's just game over, and you have to leave the game to retry, wich make it really frustrating.
Also, there's no ground check, so yeah, infinite jumping, you should check that, there's multiple way to do this (I use a ray going straight under me to figure this out), but you might check it out, it's pretty straight forward and can help you a lot. (Having your script know if you're on the ground or not at any time is pretty useful, trust me).
With that said, keep in mind that this is not to be rude, these are just tips. Even if you have to search to implement this on your game, it should at worst, take you one hour, if not less, so yeah, small tips that make things go thicc.
Also, F#!$ you Billy !
Congrats for your first jam. I saw you used Unity, two things about collision, you can make a lower collision for your character, with only covering lower parts of your body, that give the impression that you can stand next to object and that object can pass through you, and second, you can make collider on empty gameobject and duplicate (ctrl+D) it so you can quickly put many collider over your scene for object of the same size. Going through object give a feel of unfinished game.
Overall, i like the idea.
Really fun to play, i love the time lapse, very polished :D
Ok so .. is there an exit ? Couldn't find one, seems more like a maze to me, but is there really a way to escape ? At first, i thought i'd would find an exit, then get caught, and escaping again with increasing difficulty.
Your AI could use some wider view i guess ? Right now felt like i could just walk right next to them without them noticing
Overall, nicely done stealth game
First of all, congrats, great game overall, nicely polish !
There's few thing you could improve :
Make an actual use for gold, i went through first level collecting as much as possible, then i got "lot" of gold when finishing it, then i died, lost everything, and decided than i should continue without the grind to see what it cost, what i lost, etc, never find a way to use it, it's more like a score system, but you really should explain what's the purpose of gold is, or give upgrade to reward the grind
Make the character a bit faster, that really don't suit the top down fight game i think, it's slow, and there's so many fight, and enemies take 4 hits, logs and rocks take multiples hit, it really slow down the game.
Rain and bonfire usually don't make it together, that's subtle, and it's really matter of personnal opinion, but i guess some kind of night time would give the same mood (could also use lighting to give a bit of thrill) without breaking the logic
Other subtle thing, i think that hitting logs / rocks could have a better use of a shake animation, rather than just scale up and down.
Beside that, there's only the few bad points, i really like the mood, that kind of graphism make me go yes all around, i love top down games, so yeah, big congrats for your entry :D
@masonmasonoff That's always a pain to abandon feature because of the lack of time ^^ You still did greatn it's very polished in 2 days
Nice Little game, made 88, i don't know if it's supposed to be good or not. The mood was really good on this one :D
294s
So yeah, mechanics are pretty good, and your level design take a fully advantage of it. Graphism are clear, great use of unity toolkit, really fun to play
My only concern is about controls, two thing. It seems you used a rigidbody with add force right ? It feels like unending max speed, wich can be great if it was planned, but i tend to prefer more controls for my characters, and the slow acceleration / high max speed make the opposite of that. Just my opinion. And the second thing is maybe unwanted but when jumping close to wall, it seems like they're is a friction on the wall, therefore it give the impression that you don't want the player to stay close to wall but instead stay away from wall while jumping. Beside that, had real fun playing your game
So, congrats for your first game, couldn't get it to the end of the level because an egg eater stuck in the corner of the "ramp", so yeah, i'm sad.
It's hard, mainly because of the controls i guess. The character is so slooow, compared on how high he jump. I also think the camera should go forward the player when he's moving.
One way you could do that is by following a point forward the player, and to smooth everything out easily, you could use linear interpolation for the camera movement.
Well, in overall, that's a sweet little platformer you got here.
Good idea, might prefer a control with keyboard tho. And by the way, theses are not "bad notes", you just have no taste in music :smirk:
So firstly, couldn't grab object, and i didn't figure out how to answer the riddle even if I know the answer so .. yay, i'm stuck at the first level :D
However, i'll review what i've seen so far, audio is great. Did you make the music ? I'ts really fitting well. I jumped into my first jam after 2 month of game dev, so I know what it feels like. The mood is good, light are really good, you did a great job for this.
Now, for bad points, because you're here to progress i guess : Camera control with mouse is a pain, you can make it work for you, but every piece of hardware / driver will react differently, and unless you plane on putting a sensitivity slider, that could make the game unplayable for people, that is a thing to keep in mind. Second thing, i can't move camera right and left while moving forward / backward. It feels like you waited for one input from player keyboard and only one, and that's a thing that you could somehow workaround on your next project. You made an how to play page, wich is great (i didn't) but it only explain what the player will often find out by himself, and nothing specific about your game. And lastly, threwing object into space by walking on them is fun, however, for me, and it's personnal opinion right there, not a fact, it just tell my brain that the physics doesn't feel right as i'm not flying into space.
I hope you had a great time developping this, you have great potential and should continue doing it, if you can take the time to work on game dev during your free time, your next jam could be a blast !
Great mood here, and you did the best about horror games, feeling underpowered, nice job !
Hey, link is broken, are you sure your game is on public on itchio ?
I don't know what happened, i ended up training mutant turtle to do ninja stuff :/
Great game, I like the concept, and the art is on point, lightning is perfect for the game, really nice touch. All these fake key are kinda boring after 3 to 4 door tho
Nice game !
GarbageTruck.png Help me step bro, i'm stuck !
Quite fun game, but I think i'm better at crushing cars than collecting garbage tho
I love these graphics, feel like my good old NES. I want to play my good ol' NES right now :D
Pretty cool game, so bad that I really sucks at puzzle games x)
My framerate was terrible so the gameplay wasn't smooth, so I can't really judge that. I find the wall jump kinda junky, there's no animation and I don't really know when and how i'm supposed to jump against the wall. Best point imo is the level design, pretty fun to go around
Graphics and audio are pretty good, very polished game. Control were a bit strange at first but got used to it pretty quickly. I couldn't complete the game sadly :(
With combat never resetting, i was building up insame amount of shield against weaker enemy at the beginning (Ending with 30+) and just rolled over all the content, choosing Event when i could (Nice strat am i right ?)
I'm pretty sure you had a lot of idea to had, but coming up with "deck" based game on 48h is already a really good things, pretty nice job !
Limited space, more like limited frames. Dropped to 70fps when all screen was full of bullet
Really fun game, i love graphics and audio. I should try pico-8 someday
@oadt Yeah, all these crazy people exploding car when they hit a mosquito, awful ! Thanks for the feedback. I agree with you, I should have added a threshold for the angle when hitting a wall so that you can't explode when the angle is too low, or an assist that can help going straight next to the wall. Great score tho !
@aerial Having a fun time playing is better than having a good score tho. The final level take all previous level design and put them into one, in a hard way. I like my idea to be honest, but I felt the same way that you did while testing it, this should be the kind of difficulty you want at level 30 in a game like that, if it was well designed, but I wanted to try my skill at level design by making this specific level. This is probably a mistake as the difficulty curve is now absurd. I wanted to add a "select level" menu but didn't got the time. Thanks for the feedback !
@endurion Thanks for the rating ! Yeah, getting stuck starting happening when I added a speed limit for car to explode, and I couldn't come with a clever and fun way to prevent it !
@jcmonkey That's the point, take the risk of going fast, or cheese it and have a bad score at the end. I didn't got any other idea to make people go fast except for a timer, thanks for your feedback !
@tasakasama Yeah that last level is kinda hard, thanks for playing !
@normality The game is made to be played 5 to 15 minutes, so your feedback is good enough ! Thx for playing
@stalemeat Thank you a lot !
@gamer-fates I could have done more level (seriously, once everything was setup, it was super quick), but I like to keep it low for game jam, people have to test a lot of game, and would stop playing the game if it was too long, and only few could finish the game. Thanks a lot for your feedback !
@jiri-hysek @woona @dsfan @nikolaj @mastoast Thanks for playing and feedback, really appreciated !
At some point, I think you should zoom instead of shrinking the ship more, it's hard to control the ship when all you see is a pixel ^^ Fun entry tho
galaxy_inthebox.png
Pretty fun game, I like Bullet hells, even if I did bad at some point and just instant died ! What could be interesting is an extra ability to control the magnet, like, pressing the mouse to get "more strength" (more ship speed) for like 1 or 2s, that could give an extra ability to dodge with more ability to self destruct, risk and rewards are fun
An other thing that you could add, is an option to make asteroids more visible (maybe a contrast filter with an ability to increase / decrease it), because, I don't know if it's my screen settings, it's hard to see them at some point.
Beside that, I really like your arts, pretty fun game, I love the concept, controlling your player with your mouse but getting damage if you get too close is a good idea, kinda reminds me of Snake and Asteroids. And talking about asteroid, seeing them bouncing of each other, so satisfaying !
Great entry !
Love the concept, it could be a great battle system for a strategy game imo !
I am speed.
Very challenging, i still can't get the control right even after finishing the game. Last level is good, probably not how I will move my stuff around tho
Hitted 8575 on the first go. I had a problem with my input, with my PS4 controller linked to the PC, my character would not move correctly. This is a good first entry, I hope you enjoyed your time doing it ! Good arcade game !
That's a good first minigame. I would add some change to the gameplay over time, to make it less repetitive and add an extra challenge but that's a really solid base game