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A jam submission

The Egg's HuntView game page

Submitted by VeryLukely — 22 days, 20 hours before the deadline
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The Egg's Hunt's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#23.2223.222
Polish#23.0003.000
Audio#32.7782.778
Game Design#33.1113.111
Narrative/Mood#42.7782.778
Art#42.3332.333

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Had a lot of fun playing this! Really liked how the character moves and how the camera moves to follow them. It was very smooth.

Submitted(+1)

Good egg, bad egg, GIANT egg,  I must have all the eggs.  I had way more fun playing this game than I thought I would. I kept getting stuck on the fence at the bottom though ... are those picket fences suppose to hinder you ?

Developer (2 edits) (+1)

Basket Boy's sprite changes to be angry when you hit a fence because he's mad that you're keeping the egg (cursor) out of his reach. Getting stuck on walls occasionally was a byproduct of jank code but I didn't try and fix it since it felt like a punishment, since he was angry it tracked he'd be a bit rebellious... but yeah, a month in retrospect I'm not so sure that reads or plays well to the player. Especially with bigger player size upgrades it gets really annoying.

Thanks for playing!

Submitted(+1)

I enjoyed playing this game, I loved the egg countdown timer.
The only thing that was a little clunky was the controls using the mouse. This made it a bit harder to control, but I suppose having only 1 main input also makes it a bit more accessible for those who maybe don't play many video games, so it could be seen as a positive as well.

Thanks for posting your game,
Bazza

Developer

I'm a freak, I love weird control schemes. But yeah, if I do something like this in the future, it'd probably be best to include normal controls as well.

Thanks for playing!

(2 edits) (+1)

Having the buttons stand out more when you hover over them like a color inversion or animation of them getting bigger could help. Then when you go back to the good place sometimes I would be pointed up then pick a random boon egg, which I also didn't know what they did, which as long as that was a consious decision thats fine though indicating what they do to the players gives them choices to engage with the game.  Also the grey eggs that shoot 2 blue fire balls horezontally the projectiles come out off center not sure if that was intended. I would also seem to get stuck on the fence around which didn't feel good as a player. I think having the ability to heal could be useful to help players be able to play more if they make a couple mistakes or get stuck on map geometry.

Over all I rather liked it

The art didn't turn me off the game I found it a bit indeering. The audio did its job wasn't anything magical or epic, but helped communicate the the player and establish a mood I appreciate it. I thought the tension between I want to pick up these eggs, but also avoid them to not get hit was interesting. The risk reward of seeing them "wind up" with the exlamation point and if I was quick enough I could get em before they shot but if my timing was off I was punished for poor timing or movement. The movement took some getting used to, but was quite interesting. I tend to play card games so not exactly my normal arena, and for games with movement I tend to play stuff like mordhau or csgo(though I haven't played the 2nd of the latter yet). I found myself when I died I wanted to play again because I thought I could do better, simple but effective.  Oh also even though the act of dodging the attacks wasn't crazy difficult it was satisfying.

Submitted

Hey guys,


Congrats for the game I liked the points system and also the bad egg attacks


Developer (6 edits)

Spent a loooot of time on this in the first few days of the competition rather than working on it throughout (like I should have...) probably like 8 hours per day. First day was spent on the dodge roll animation, eggs, egg spawning and their bullet patterns. Second day was spent on the day/night cycle, tilemap art, and egg timer animation. Third day doubled the number of eggs to have some to act as roguelike upgrades because I felt like "Day Time" was too uninteresting (Still mixed on some of these, and some might be buggy) Fourth day spent on some silly art stuff and polishing. :)

This is my second game project ever (Unless you could my scratch projects from ten years ago when I was like twelve...) Any advice would be appreciated! I really enjoyed this concept but halfway through I kind of hit a dip in motivation around day 3 where I almost wanted to scrap it and make more prototypes instead, but I'm glad I stuck with this.