Play game
Charcoal Patrol's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics/Animation | #42 | 3.600 | 3.600 |
Music/Sound | #46 | 3.300 | 3.300 |
Theme/Limitation | #73 | 3.100 | 3.100 |
Overall | #78 | 3.120 | 3.120 |
Technical Implementation | #92 | 2.900 | 2.900 |
Fun/Design | #113 | 2.700 | 2.700 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game implement the focus, Multi-Use?
Multi-Use is as a focus is applied to the player character's ax (as a tool and as a weapon), wood which the player can interact with (as environmental utility and resource), and the control scheme (a context-sensitive Interaction button, a tiered-charge ax swing button, and multi-modal vertical movement)
Team Size
Completeness
What tools did your team use to construct the game?
Godot 3.5, GraphicsGale, GIMP, MediBang Paint Pro, SFXR
Which art and audio did you / your team NOT create?
The music, stage transition jingles, and menu sound effects which were licensed via a Humble Bundle.
Which art & audio did you / your team create BEFORE the jam started?
None!
Which diversifiers did you use, if any?
Quick Run
Leave a comment
Log in with itch.io to leave a comment.
Comments
There's a lot going on in this game. It definitely felt overwhelming at first, but eventually I kind of got the hang of it and managed to survive all of the levels. I found the inability to move diagonally a bit jarring, and it felt like there was enough work for 3 people to do instead of 1, but I liked the variety in tasks, and the logs are super cool. Nice art and sounds too. Good work!
Nice graphics. I also enjoy the loop of trying to balance between cutting trees, feeding the furnace, and fighting off the baddies.
Unfortunately, I felt that the character moved just a bit too slowly. As a result, I could never really reach everything I needed in time.
That was fun to play. Like the axe animation. Some juicy, with particles on the snow... will be great. Like the graphics too. Nice game.
Fun game! I like the art style, it's very well made.
Very Fun Game, It Was A Bit Difficult At The Start Though Later When I Got Into The Game More It Started Being Easier :D
Thanks for submitting this game! It was a bit tough to understand, but I had fun defending the houses. I got a little overwhelmed on the first level trying to get the fire going, chop up wood, and defend against enemies. I think toning down the difficulty early and ramping up later would have made this a bit better. You have all of the elements of a really fun game here and I am excited for what you might turn it into! It just needs a little work on introducing each mechanic to the player so it's less chaotic from the start. Overall, very well done!
Nice art and animations! Game got hard quickly, but was an interesting challenge
I watched this being played on Vimlark's stream and agree with his take. It felt a bit clunky contact wise, but there is lots of strategy and action. It's a solid entry. I also liked the controller support and that all worked as intended. Would have liked more juice on the movement feel is all. good work
i was confused but my strategy was to guard a single house with my life and collect wood which got me a score of 2455 which idk if that is good or what lol either way really fun stress inducing game :D
Thanks for taking the time to play, rate, and comment!
Haha that intentionally is a valid strategy for getting through even if its not the best for score, for reference my personal best is 4337. Hope you had a good time none the less!
The game looked nice, the audio was really good, but I didn't like the lack of a tutorial. I had to scroll down to read the game's description to figure out how to play, which I don't typically like, but it's not too big of a deal.
The main thing I didn't like was the character's movement. It was enough to move around and do things, but I think this game would've benefitted from something more like what you would see in a top-down shooter, where the mouse controls the direction the player moves in, so you aren't limited to only 4 directions. Also, I would've liked to be able to move while I was swinging my axe. Being forced to stop every time I swung made the game feel kind of clunky and detracted from the overall experience.
I did like everything else about the game though! Good job with this one!
Thank you very much for the feedback!
I wanted a strict 4-way movement scheme and no analog control (such as a mouse) specifically to make it play and feel more evocative of arcade games like Dig-Dug or (while not technically an arcade game in origin) Bomberman, but one can chalk that up as a matter of taste and mine is perhaps outdated which is still something I should keep an open mind about as a developer.
The intention with the ax is to charge it up for stronger hits rather than spamming it, and one can move while charging their swing, but it was a behavior I noticed in Vimlark's stream of the game. Some in game direction to direct the player to try holding down the button does seem to be in-order
Okay, I started to figure it out. Cut down trees, put the logs in the furnace, and kill the ghosts so they stop destroying your buildings. And if you walk on the snow it turns to ice which makes it more complicated.
I like the idea, I think you might benefit from a new first level that acts like a tutorial and shows you how to play before just launching a person into it. The graphics and sound are good, the movement system is a bit slippy, but I think it's supposed to be. Trying to figure out where to add the log into the furnace is sometimes tricky. Some indication or pop up might be good for that too. Otherwise a good take on the theme.
Thanks for taking the time to play and leave a comment, Lelula!
I wanted some pick-up-and-playness so I opted against a proper tutorial in lieu of level design I thought I was enough to ease the player into experimenting, but that may have been a mistake on my part for the experience of some players. I value the feedback!
There is a pop-up visual on the character when you have a valid interact action such as depositing logs into the kiln, but if it wasn't enough to communicate what I intended that is valuable to know. Also, the snow tiles become depressed snow (not ice) upon walking over them/ impacting with a log, but I will fully admit the tiles are the aspect of the visuals that I am least satisfied with and if you thought they were ice that tells me I needed to make it clearer they were not.