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Technocow Roundup's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #23 | 3.868 | 3.868 |
Overall | #30 | 3.784 | 3.784 |
Theme | #30 | 4.105 | 4.105 |
Innovation | #61 | 3.553 | 3.553 |
Game Design | #63 | 3.605 | 3.605 |
Art Direction | #67 | 3.789 | 3.789 |
Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The concept is cool and fits the theme nicely. The controls are responsive and the gameplay is fun, it looks really good too.
Awesome game! I'm very impressed that this was put together for the jam. For my own part, I had to consider lots of aspects of my game as "good enough" and move on. If you were doing that here, then very nice work on all of it. There's a lot of good stuff going on here from the swinging/electro grapple mechanic, to the enemy behavior, to the parallax background and level design, and the music and sound effects. The game has a cool, energetic feel.
This was cool, I loved the cowboys design and it was very satisfying when you'd built up some momentum and were able to quickly swing through the level. Loved the tutorial as well, always great to see that in Jam games.
I ran into the same crash bug as others, for me it happened after I'd died as I was resetting back to the checkpoint.
This was a fun and well rounded game! The mechanics and ideas are neat and inovative, and the challenges are rather hard. I found myself stuck at some point, but in a good way, not a bad one!
This was a pretty interesting game! I like the way that the gun was used in multiple ways and thought that killing the technocows by magnetizing them to the crystals was pretty fun. The roll mechanic came in clutch many times. Even though there were frequent checkpoints, I think having 1 HP was pretty punishing in areas where there were multiple technocows and they started kicking up rocks and charging at you in a small space without anywhere to run. If there were more platforms or places to get away from them, it would have felt like more of a fair fight. Overall though, I enjoyed this - nice job!
Loved this game! so original, the controls are good and feels nice to move fast through the map.
I encounter an error and the game just close
I would like to have something to get from killing the enemies other wise you just can pass them.
Super fun mechanics and great style. Perfect fit for the theme too. There are some minor things I would change like making the upwards tether pull a little faster (more fun that way), and making the tether break if you shoot it through a wall. The length of the game seems to outlive the environment and enemies though which get a bit repetitive after the first level and then it just ends up with you getting swarmed by them over and over towards the end. Understandable for a game jam, just my nitpick for improvement. Also the throwing enemies often toss a rock before they're even on screen which can be annoying and the charging enemies can charge immediately after getting hurt which is also a bit frustrating. I got that camera crash bug at the boss like other people got in the comments as well so I can't comment much on the boss battle.
All in all a really really good game and I would love to see this expanded on :)
Good tutorialization, decent visual clarity, nice checkpoint system, and a helpful arrow system led to one of the smoothest starts I've had this jam. You spent a lot of time making sure this was a friendly and accessible ride and it really shows.
I was quickly in a pseudo-flow state and I thought this game was at its best when I was nailing lasso jumps and narrowly dodging technocows. Unfortunately, my playthrough was ended by a crash to desktop (I see I'm not the first) on a boss death.
You're clearly a developer with a lot of focus on your players, and I'd like to see that more of that energy channeled into the game. I get the feeling from the boss fight (maybe I'm wrong) - you wanted to make this game a sort of hybrid combat platformer.
If that's the case, it feels like there was a missed opportunity for some more cohesion. You can't fire projectiles while lassoing. the combat crystal is a separate entity from the platforming crystal, the pacing is very different between the two, and focusing on one allows you to skip the other (ie: avoid combat by platforming away or vice versa)
Whatever your vision may be, if your mechanics supported each other at the level you support your players - you'll definitely end up with a stronger experience. Nicely done
Fair points. Thanks for the insightful feedback.
Glad to see another grappling game, I think we can give each other valuable feedback since we both made games with similar mechanics.
I was immediately impressed by the scope of the levels and the number of different mechanics you managed to put into the game. I really enjoyed the visual themes you went with of the dinosaur-like 'technocow' enemies and the cowboy. I was super surprised by the boss at the end. I really enjoyed the movement and grappling mechanics, most notably when I had to grapple from under a point and swing horizontally. I found grappling to points on the sides of walls to be a bit more cumbersome, but it didn't ruin my enjoyment of the game, just not the same level of wild fun movement.
I do wish the grappling were a little faster at times. I think the normal grappling along a horizontal path under a point above you is fast enough. But grappling to a point on the side of a wall (moving upwards) or bringing yourself down or up from a grapple using the arrow keys felt like it could be a bit more smooth. I can understand the design choice though to make it more gradual to allow for easier control of your positioning.
I think it made a lot of sense to include attack (left click) and defensive options (shift), although I wish that these were actually part of the grapple or jump somehow, so that the movement mechanics could be the absolute focus of the game. This is just my personal opinion, but it might have been cool to kill enemies by landing on them via grapple or jump (like Mario) or somehow using your grapple to move to and slice through an enemy very quickly (think like a katana but using a grapple to lunge forward). I also think that the jump could have just been you letting go of the grapple button and launching off of the tangent of your path, rather than having a separate jump button.
These changes would also allow you to cut down on the number of buttons the player has to use for the game to just left mouse button + WASD. I can see how each of these changes would have their own design and development challenges, but I think you could take this grappling hook foundation and push it a lot further. I think your level design indicated that the grapple was supposed to be the star of the show, but I feel that the other mechanics like the jump, attack, and especially dash distract from that.
The boss at the end was awesome in visual design and mechanics, but the health system confused me. At that point, I kept playing because I had gotten so far and I felt motivated to keep going, but the health bar seemed to keep going white. I wasn't sure if this was a glitch, or a design decision of the boss going invincible temporarily. I had noticed the same thing with enemies, but I had been able to bypass them by grappling away. In the case of the boss, I kept trying to grapple and attack. Eventually my game crashed with the bug below:
############################################################################################
ERROR in
action number 1
of Step Event0
for object obj_camera:
Variable obj_camera.camera_v(100135, -2147483648) not set before reading it.
at gml_Object_obj_camera_Step_0
############################################################################################
gml_Object_obj_camera_Step_0 (line -1)
I think that you could benefit from adding hit stop and camera shake to your game, for when the player gets hurt and for when enemies get hurt, to really empasize the impact of the hits. Camera shake can be achieved like so in Unity, I'm not sure how it would be in the engine you used: https://imgur.com/a/rWEMD0U
And hitstop can be achieved like so:
- set Time.timeScale = 0f; or 0.2f or some value close to 0, below 1.
- wait 0.2 seconds or so, unscaled time
- set Time.timeScale back to 1f (normal time progression)
I would be happy to playtest the game if you get an updated build. I would also really appreciate it if you could check out my game and give me feedback as well, since we both made grappling games.
Thanks for the detailed feedback! And I agree making the grapple the star in more aspects of the game would be good.
Yeah. Again, feel free to reach out if you have an updated build - @rsaamar on the discord.
I just really want to know though - what is the health system? Why does the health bar go white? It happened consistently so seems like a design choice, but I didn't understand it.
It goes white to indicate the "active" stage of the tether. Fill the enemy's bar until it's white and fill a crystal's bar until it's white and the two wil then tether and cause them to fly towards each other.
Understand the confusion - we are used to seeing enemy bars go down when we shoot them! But as the player could not hurt the enemies directly I was attempting to show a powering up state rather than an inflicting damage state.
I like it, controls were smooth, grappling physics were nice. Mechanics and controls were explained clearly. Not a big deal but the camera movement when pressing down can come faster, more snappy. This will enable the player to quickly plan their next move. Or better yet, the camera moves based on player position and aim position.
Btw, I found this after I died at the 2nd room/level.
Might have happened during respawn, but not sure...
But yeah, the game is pretty solid, so definitely a great job! Also I love that your game reminds me of Horizon Zero, where you can shoot the Tramplers with tripwires, did you get inspired by that? 😄
I love when movement in a game is something more than running from point A to B. Sliding down on Link's sheild in breath of the wild as an example. Horizon's tripwires were not a direct inspiration (but loved that game!)
The mechanics are definitely challenging and fighting those rhinos is hard... nice work
i like a lot this game, its very fun and really good way to introduce new mechanics, Great job!
It's futuristic cowboy with magnet gun? Cool!
I just to say why this game is not on playstore.It's just awesome game. fabulous fantstic...Well done
The speed in which you introduced new mechanics was very pleasant. Game jam games with tutorials are pretty rare, awesome job on that already. Clever physics puzzles and interesting world building - I was intrigued by this strange planet with mechanical cows. Exploration was fun & the theme of the jam was met fully. More than worthy entry!
Pretty excellent alround. Good amount of content for a jam game, difficulty balanced pretty well. Tutorial elements well designed
This was great fun to figure out. I enjoyed the rolling through enemies. Shame it crashed.
I loved the art, I think the amount of time to reach the end is perfect for a game jam entry, caught myself going back to kill enemies I could've easily avoided because of vengeance.
I think the metall bull sound was sometimes too loud but that's a minor nitpick really.
Great entry!
Very good. Artwork is very nice, mechanics are fun and fluid. The camera feels a bit weird, and the sound effects are kind of loud, especially when they overlap, like the bull noises. I REALLY liked the combat mechanic! The boss fight at the end was a welcome surprise! Great job!