I envy the control of the scope this game appears to have given the game jam setting. For sure, that is one of the things that I struggle with in a game jam is knowing what features to add in the condensed dev cycle. It seems like the core gameplay loop of your game is very solid and after achieving that loop, you could add additional features to enhance the game. The full game experience felt very polished and it felt like it provided when it promised on all fronts.
Loved the music, it was very fitting given I will explode in ten seconds if I don't touch a green gem.
A couple pieces of constructive criticism:
The green arrow that tells you where the next gem is located is drawn underneath the tiles, so sometimes it is obscured when the gem spawn below you.
Also regarding the arrow, it disappears when you are close enough to the gem, however it seems like the arrow will go away before the gem is on screen and my brain is not smart enough to connect remember where the arrow was pointing. I think in general it is a minor gripe, but I think it often costs me some time which is heartbreaking in a time based game.
I also got a high score of ten with Bitboy and I am not enough of a sadist to try that with jankman.
Thanks so much for the feedback! This was our first jam ever, so I think we just got a bit lucky with our project scope. Currently preparing to completely overload ourselves for the GitHub GameOff :P
Coincidentally, Bitboy has the same jump style as the character in Epsilon Naught! It doesn't feel as good in this game, though. We wanted a high jump speed and high disparity between partial and full jumps, so I wayyy overdid the gravity and accounted for it with a low terminal velocity.
Thanks so much for the feedback, glad you enjoyed the game!
The first issue with the indicator is actually not present in the native version (at least the Linux one), for some reason, so downloading a binary should work, I think? The other indicator issue is something that we should probably fix if we make new versions, though.
And as a self-proclaimed Jankman advocate, I say you should also play as Jankman. :)
That was a very fun experience! The music goes amazingly with the fast-paced, frenzied gameplay and the old-school art and sfx! My high score with Jankman was 10 gems (I have no frame of reference for whether that's good or not, but yeah).
I'm glad you enjoyed it! Aiden (aekai) made both the music and art for the game (he's a machine), and it's pretty fantastic! As for your high score, that's pretty impressive with Jankman! His movement is... well... jank :P
Comments
I envy the control of the scope this game appears to have given the game jam setting. For sure, that is one of the things that I struggle with in a game jam is knowing what features to add in the condensed dev cycle. It seems like the core gameplay loop of your game is very solid and after achieving that loop, you could add additional features to enhance the game. The full game experience felt very polished and it felt like it provided when it promised on all fronts.
Loved the music, it was very fitting given I will explode in ten seconds if I don't touch a green gem.
A couple pieces of constructive criticism:
The green arrow that tells you where the next gem is located is drawn underneath the tiles, so sometimes it is obscured when the gem spawn below you.
Also regarding the arrow, it disappears when you are close enough to the gem, however it seems like the arrow will go away before the gem is on screen and my brain is not smart enough to connect remember where the arrow was pointing. I think in general it is a minor gripe, but I think it often costs me some time which is heartbreaking in a time based game.
I also got a high score of ten with Bitboy and I am not enough of a sadist to try that with jankman.
Thanks so much for the feedback! This was our first jam ever, so I think we just got a bit lucky with our project scope. Currently preparing to completely overload ourselves for the GitHub GameOff :P
Coincidentally, Bitboy has the same jump style as the character in Epsilon Naught! It doesn't feel as good in this game, though. We wanted a high jump speed and high disparity between partial and full jumps, so I wayyy overdid the gravity and accounted for it with a low terminal velocity.
Thanks so much for the feedback, glad you enjoyed the game!
The first issue with the indicator is actually not present in the native version (at least the Linux one), for some reason, so downloading a binary should work, I think? The other indicator issue is something that we should probably fix if we make new versions, though.
And as a self-proclaimed Jankman advocate, I say you should also play as Jankman. :)
That was a very fun experience! The music goes amazingly with the fast-paced, frenzied gameplay and the old-school art and sfx! My high score with Jankman was 10 gems (I have no frame of reference for whether that's good or not, but yeah).
I'm glad you enjoyed it! Aiden (aekai) made both the music and art for the game (he's a machine), and it's pretty fantastic! As for your high score, that's pretty impressive with Jankman! His movement is... well... jank :P