Well presented, clean pixel design. Music and SFX fitting. Something not quite right about player choosing when to freeze frames but can't quite put my finger on it. Video commentary here:
Play game
Knallkrebs's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Game Design | #26 | 3.854 | 3.854 |
Overall | #33 | 3.741 | 3.741 |
Art Direction | #48 | 3.902 | 3.902 |
Fun | #50 | 3.610 | 3.610 |
Theme | #52 | 3.927 | 3.927 |
Innovation | #91 | 3.415 | 3.415 |
Ranked from 41 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Thanks for playing and putting in the effort of a making a video! The mechanic of the player pausing is to reward good timing. If the player times it right and the Herman the Crab is in the right position, the player can potentially connect more bombs for a higher score. However, as the comments pointed out, a slow mo mode or wave based spawns would have been a better choice. Well, the ways of the game jam. Thanks for playing and submitting Technocow Roundup!
Creative! I first of all like that it's different from everything else. I'm wondering how this game would work if you never really STOPPED the bombs/things, but just made everything keep coming down in a slow pace, and you had to connect things while it moved (slowly). Anyway, nice game!
Thank you for taking the time to leave feedback. Much appreciated! As it currently stands, the game won't work at all with moving fruits, because I am relying on fixed points for calculations. But I see no reason to try it in the future (it has been suggested in some further comments, too). Looking forward to Europixel Song Contest now!
This game is fantastic! \(*^▽^*)/
It's super fun and I love how you connected the concept and gameplay mechanics with the theme
The pixel art is really pretty, reminds me of 8-bit games and it's another extra positive point. This is the type of game I would have fun playing both at my spare time or to kill time in a line somewhere or when waiting for something/someone.
Oh and the tutorial was pretty good too, it was precise, effective and taught me how to play very well, the best combo ever!
Great addicting game, congratulations \(^▽^)/
PS: Herman the Crab is adorable! If I could I would adopt him and feed all of the fruits on the planet to him ^-^
I loved it, and this is the part where I usually say something critical about the game, but I got nothing. Great work!
Very solid game. At first it seems very simple and innocent, thought I was going to get bored real fast. But as I started playing more, I really enjoyed specifically the mechanic of having to wait for the player to move (left and right) into the right position for me to execute my plan. I really liked the music and art style as well. I would suggest trying this out: slow down the game when in aiming mode rather than pausing it completely, adds more tension.
Very solid game. At first it seems very simple and innocent, thought I was going to get bored real fast. But as I started playing more, I really enjoyed specifically the mechanic of having to wait for the player to move (left and right) into the right position for me to execute my plan. I really liked the music and art style as well. I would suggest trying this out: slow down the game when in aiming mode rather than pausing it completely, adds more tension.
Glad it managed to pull you in despite your first reservations and thanks for your feedback. I'm really liking the slowmo idea, as it also solves the fruits being cut off at the top of the screen. I'll give this a go post jam! Looking forward to Grapple Blast later today!
The music was done by SketchyLogic.
The music was done by SketchyLogic, if you want to check them out!
Hi,
no, I can't take credit for the music. It was done by SketchyLogic and they kindly shared it on Opengameart.
Really great game and good polish. The music is perfect, and the gameplay is surprisingly engaging. I could see it expanded with a harder mode where the bombs and fruit only pause for a limited amount of time, but as it is that pause was a big relief. Anyway, really great work on your game!
Glad you've enjoyed it, Jamblefoot and thanks for your feedback. The music was done by SketchyLogic! I agree, there are a lot of possibilities how to make the drop mechanics more interesting. Looking forward to Real Human Connection - congrats on submitting, too!
Interesting design! I would like to play a version where the thing don't stop and need to be destroy while falling.. slower, naturally! Congrats
Solid game, I like the concept. A bit hectic at first, but the pause on aiming relieves that immediately. Good job.
Leave a comment
Log in with itch.io to leave a comment.