the game was interesting! i like how the levels are all interconnected via rooms, it adds for more immersion. the variety in enemies is great, but some enemies felt a bit buggy or painful to work with where it was unclear how they actually function and thusly making it a bit of a challenge to get deal with them. the music was nice, but i think adding some sound effects would be great to making the experience better, especially with how it can add a greater layer of responsiveness to the player. there were also parts that seemed too difficult with too many enemies crowding an area, or enemies being too close in areas that need to be accessed and also parts that seemed nearly impossible to do due to jump height. with some more time and work, this has a lot of potential because a some systems are done very well with it, and since this is chapter 0, i'm looking forwards to when new content is added and more updates patch things. cheers!
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the graphics are simple and the bullet shooting is fun, but it is very difficult to actually ride a bullet due to the speeds and sizes and when firing a bullet, because it spawns on top of the player, it makes the player move a little which is not great. the lack of sound is a bit apparent, having any audio at all would make the experience a little nicer. i also think that part of the design is a bit too difficult due to the lack of checkpoints (at least from how far i was able to get past). it made it a little frustrating at times. i also don't see how it relates to the theme of building.
besides that, it was a nice game. with a lot more tweaks and some time spent on it, i think it could end up being a really nice and fun experience. hopefully after the jam some of these issues are ironed out since the concept is really interesting. nice game and cheers!
the art is simple, and some mechanics like parts to modify the player is really neat. some level design was a bit... too difficult? one area in particular was level 2. the autoscrolling is neat but the area with the first turret is quite miserable without double jump due to both the bats and the turret and very precise jumping being required. that though is just my personal thought on its difficulty, but as for the game design, one major issue was the fact that the autoscrolling has no barriers at the start or end of the camera. i was confused and jumped off a cliff at the start because i didn't realize it was an autoscroller because the camera only moved after a few seconds of waiting, and had a barrier been there, then it would have both prevented the fall as well as made me see clearly first it autoscrolls. you can see this used in games like super mario bros 3 in its autoscrolling levels. another critique would be turrets. because they angle at the player location before shooting, it makes the visual off in that a bullet would be fired but then the turret immediately faces another direction. stopping the movement for a moment to fire and then wait and then continue rotating would make the turret visual feel a bit nicer since it is required to be looked at in order to avoid being shot.
the levels were fun on their design though and the music was nice. some changes just would make it a little nicer and more smooth and overall feel better to play. regardless, nice work!
interesting game, a few critiques:
- the movement is a bit stiff, it would feel a bit smoother if the player could be a little faster
- because of the size of some objects, it made things like the bridge hard to move due to how much can be seen onscreen at once as a result of the camera. zooming out the camera a bit could be nicer, or scaling down some objects and things
- the music was a bit repetitive
- don't see how the game relates to the theme
i do think that limiting the amount of times you can drag an object until you get a potion(?) is an interesting and good way to limit the player somewhat in how much they can, well, move objects since that pushes the player to be smarter and think more about how to get past. besides that, nice game and cheers!
interesting game, reminds me of that one io game that involved zombies with the topdown perspective. something i'll note, the distance to the next object was very bugged. it changed even when i wasn't moving and at such a speed that it made it incredibly hard to tell if i was going the right direction. the music also got a bit repetitive with time. fixing those two things would make the game a bit more fluid and fun. that's all, cheers!
i think there's a confusion that seems a bit more widespread than i thought, so i think it was the wording "select a player" being different from "click a player"
when on the player select screen, you have to select a player first, so if you aren't able to proceed to the game it's probably because you didn't select one. just click any of the characters to select, and then you should be good! i recorded myself doing so to show it works
this is done so that the game can wait for all players to choose who they want to be so that the game knows who can be controlled and which player is which when handling multiplayer, as well as give the freedom to select which character they like more in singleplayer. it is just clear the wording "select a player" wasn't clear enough, so i'll have to fix that after the jam. good to know and keep in mind for the future!
i think there's a confusion that seems a bit more widespread than i thought, so i think it was the wording "select a player" being different from "click a player"
when on the player select screen, you have to select a player first, so if you aren't able to proceed to the game it's probably because you didn't select one. just click any of the characters to select, and then you should be good!
i recorded myself doing so to show it works
this is done so that the game can wait for all players to choose who they want to be so that the game knows who can be controlled and which player is which when handling multiplayer, as well as give the freedom to select which character they like more in singleplayer. it is just clear the wording "select a player" wasn't clear enough, so i'll have to fix that after the jam. good to know and keep in mind for the future!
i think the level design was great and the best part, and the harder but optional route of collecting coins/filling blocks was cool. a lot of levels clearly worked trying to make sure to use the ai in creative ways.
that said, this game has a major flaw which is not explaining things, such as how you can even press down on a skull platform to go under it (which took forever to find out and caused me to think a level was impossible for a while).
this issue is also there for how to kill the bosses, but i think the bosses are... honestly way too difficult to the point of not feeling like a challenge but just frustrating, if that makes sense? i really wanted to see the game to the end but i couldn't get past the second boss no matter what i tried. i thought that somehow blocks falling on it when it hits them could be the way, but it was nearly impossible to reproduce and it was way too easy to die to it due to the speed so i wound up struggling for 15 minutes before giving up. the bosses need adjustments or at least a more clear way to fight them because i also have no idea how i defeated the first boss at all, and the first boss stops movement completely if you run out of blocks to place which i think is a bug.
this is a bit of a harsh critique on the bosses, because they felt just too punishing. an easy mode to add hp could be a nice addition or some other way to help alleviate the struggle aside from a clearer explanation on what to do for each boss.
but, aside from my own pain with the boss, i had a fun time. again, level design was the strongest part to me. it kept me interested in what the next level would be like and some levels had some crazy weird puzzles and combinations with what order to try and get all coins and blocks filled. but if you ever update the game, it absolutely needs a clearer explanation on some mechanics and adjustments to the bosses. regardless, great job and good luck, it was a fun experience and i'd be happy to play again if it ever gets an update to adjust things!
it was a nice and simple game, but some feedback:
- it wasn't super clear that you have to drop the block from the very top
- it felt a little... too easy? in that you can just opt for specific pieces like long ones to guarantee tower stability. a bit more to that with weird or obtuse pieces to give variety and challenge could be great
- the music was alright, but repetitive and looped too quickly. that was unfortunately a downside
- it was fun but a bit lacking on replayability for lack of a better word to make it feel like it has a lot of content, if that makes sense? a case where it feels like once you've played it once, you've played the entire game, if that makes sense
it was nice though and definitely matching the theme quite a bit. i recall seeing some footage of this on the discord as well. overall, good job, and good luck!
this game was short but honestly a lot of fun! the levels felt well designed and the music was alright. it reminds me of those games from coolmathgames. i will note though that it didn't feel too original since dragging platforms and all aren't super unique in my opinion. and as mentioned by dreamkingmovies, yeah, this game is a bit far from the theme. i don't see too well how it relates or feel much of it being... relevant, i guess, for lack of a better word? these feel like the two biggest issues to me, but it still was a very fun experience. regardless, nice work!
disclaimer: did not play multiplayer, played by myself
the core protection seems pretty solid and interesting. it seems like a really fun party game and i'll definitely be coming back later to play with somebody on it. building though is a bit off because it doesn't feel like there's much... variety, for lack of a better word? especially with the core placement, if there could be choosing when to place the core or knowing how many pieces remain or some more aspects improved there it could be a lot better. especially since the theme is building, i want it to lean more in on the building depth for the gameplay
the actual combat seems fun for some quick rounds. there was an issue though of bullets flying through the corner to hit a core (like, the very bottom corner of an L shape for lack of a better word to try and describe it).
the music was okay, it wasn't amazing and memorable but it wasn't bad and the sound effects were fitting.
as a big fan of tetris who has hundreds of hours in puyo puyo tetris, tetris ds and tetris party deluxe, the name for the game honestly feels very misleading? the only tetris element is the way blocks fall, but they can't be rotated, so it is missing another key tetris element. this is a big thing i personally take issue with here, because it feels like it could be a cool original party game but it's completely reliant on another, very different game for the name.
overall, it was a fun project and again, i'll be sure to play again sometime to try out the multiplayer more. good luck and cheers!
pros:
- the building in the home world is diverse and a really cool feature
- the ui was fairly easy to understand, at least enough for me
- the diverse range of weapons and tools was nice
- some effects were cool like hitting/hurting enemies
- the idea was interesting with the gameplay elements in collecting resources and killing zombies
- the amount of worlds to explore is nice
cons:
- could not for the life of me understand how to get more of the building block material to place ingame, or how to destroy blocks placed
- blocks are completely bugged: you press on the button to select them and it places them as well, making them only able to be placed where that ui is
- took a while to understand how to mine with the pickaxe because it wasn't super clear to select the pickaxe, just to press w, and when pressing w even without anything equipped there is a sound so it was hard to tell if the game was bugging out or not
- the building was only ever feeling relevant inside the home world, rather than anywhere else, even with using the block mechanic in other parts
- the graphics felt very out of place and definitely was clear they weren't original and used a free resource. not that using free graphics is bad, it just felt like the choice did not blend well together or feel fitting
- while the sound effects were there, it felt very mediocre at best and more of an afterthought
- there are some grammar and spelling mistakes through the game (capitalization randomly in the middle of a word, etc.)
- the gameplay felt a bit boring and slow at times because the zombies don't pose much of a threat if you spam berries and the w button to kill them
- the worlds all felt different graphically but not so much in content
- zombies were spread very close to the spawn which made it a bit painful
feedback on changes to make the game better:
- more detail with making worlds stand out would be nice
- more clear instructions for how to do things
- adding some original music and possibly selecting other sounds to make it feel more memorable and fun would be cool
- unique custom graphics could easily make the presentation look a lot nicer
- some more elements to combat would be great since it's just spamming w a lot to kill zombies and berries are a bit overpowered
overall, good work! my critique is a bit harsh, even with this being a game jam, but it is feedback to help so that if you ever build this game further in the future or try working on other projects, my thoughts can help with improvements. there are definitely a lot of areas that feel like they need more work, and the gameplay felt a bit too stiff with not much to do besides spamming w to kill enemies, but there is a lot of potential for this game to grow. nice job and cheers!