Yea, I know what you mean. I don't want to lie and say that it's completely consciously designed that way, but I liked the fact that you kinda need to think ahead a few steps in order to avoid getting into those certain scenarios in the first place, so I left the level design as it is. Thanks for playing and giving feedback! Glad you liked it! :)
adamboross802
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Very cute and charming game! I liked the artstyle and the gameplay also felt pretty solid. My only suggestion for the future would be to maybe give the audio a bit more attention. It's such a cheap way to really make a scene feel right. I mean during gameplay the sounds were good, but the menu and the ending cutscene was almost completely silent, which is a shame becuase it was such an adorable ending. :D
Anyways. Good job! Best of luck for future games as well!
Thanks for playing! Glad you enjoyed it. Yea, I guess it could be expanded to be a more fleshed out thing with different game modes and such. I thought about making different levels, but had to scrap the idea due to a lack of time. If I ever return to this project and decide to make it into a full fledged thing, I'll keep your count-down-waves idea in mind, thank you! :D
Hey! I reached out to one of the admins with a request to upload the other 2 platforms builds, there hasn't been a response yet, so I just ended up uploading it to google drive until they see it. If you still want to check it out, here you can do so:
https://drive.google.com/drive/folders/1hv2UvM-KZa9i1xW7BEfbqoQF6C2aWDFw?usp=sha...
I reached out to one of the admins a few hours ago, there's no response yet. Until then, I uploaded it to google drive. Hopefully it will work. I had no way of testing these since I don't have a mac or a linux PC, but regardless you can download it from here:
https://drive.google.com/drive/folders/1hv2UvM-KZa9i1xW7BEfbqoQF6C2aWDFw?usp=sha...
Thank you! Glad you enjoyed it. Yes there is a bug where the plants get stuck in their "being kicked" state. The only progression in it now, is that the sliding speed of the plants get faster over time, but I guess the acceleration amount is not quite noticable. I also thought about having different maps with dieffernt fence, sculpture and initial plant placements, but I didn't have time for it. This was my first time using Godot, and I didn't expect the UI to give me such headaches (that's not the fault of the UI system, I just really didn't get it for some reason and I think it shows on the result :D).
This was surprisingly well put together and polished. I guess it's a simple concept so you had plenty of time to add juice to it :D Really liked the desings of the fake ads, and the whole thing is very consistent artistically. I guess my only suggestions would be to maybe add a bit more sound... Like, I think a bit of office ambience or some music (there's music in the menu, but not in the game) would have done wonders to it. But maybe that's just a matter of taste. Explaining the controls in-game would have also been nice, so that I don't have to go to the itch.io page to find out how to play.
Anyways. Nice entry overall! Good job!
Nice entry! Really liked the concept. The different dialogues gave it quite a bit of fun replayability. Only thing I wish was different about it is how the magnet works. Like, I think moving the boxes around that spawn randomly, and can fly in from different directions and knock eachother down gave the game plenty enough challange by itself so it didn't need the magnet to be so sluggish and weak. But maybe that's just a matter of taste. Great work!
I like the pixel art, and the music fits pretty well too. I feel like it gets way too fast, way to quick, and the jump curve could be a bit more forgiving, right now it's way too quick and steep. I think if you want to make it go this fast, it should get to this speed much later, and the speed should affect the movement of the background a lot less. That way the speed could increase, but it would be a lot less nausiating.
Thanks for the feedback, and rating!
I tried to make it as un-cheesable as possible by making the players hitbox pretty small, so that it's difficult to block all of the plants if they are all clumped together. There's no guarantee that it cannot be done, but I don't think it can be cheesed too easily... which would be kind of the point of cheesing so I'm happy with that. :D
Cool game! I like the concept and the playstation 1 style graphics. I wish it was getting a bit more difficult as you make more deliveries though. This way it gets a bit repetitive pretty quickly. The other thing that threw me off a bit, was the fact that when you go in reverse, the steering is inverted. Good job though, well done!
Very nice looking game. I liked the concept, it was pretty captivating, and well put together. I think the ledge grabbing mechanic should've been included in the controls section inside the game as well, because I've almost given up too soon if I wouldn't have checked the itch page and found out about it. Also the whole isometric thing for a platformer like this made the whole experience a bit too unnecessarily difficult at certain points... like not in a challenging way, but more in a frustrating way. I'm realizing that this might be coming off a bit too harsh, but I don't mean it to be because I really enjoyed playing this game. Good job! :)
The exe doesn't run for me says: ""Couldn’t start: CreateProcess returned 2" here's a forum post I found, that might help:
https://forums.unrealengine.com/t/packaged-scene-wont-play-on-clients-machine/10...
Cool game idea. If I had to give some advice it would be to focus on the main mechanic. Like I think that the sword in this game is completely useless, and not needed. The only thing I used was the bow, and I never had to "not aim" so it's useless to bind it to the right mouse button, just make it the default. Theres really only 1 button you need to play this game: "fire arrow" since I never have to "not grapple" towards it, that could be automatic. So if you decide to make that the main mechanic, just focus on that and improve it by like making the aiming a bit more easy to use, by making the mouse less sensitive, making the aim wobble a bit, so you have to time it, and correct it, making the targets move, things like that. Anyways. Nice game, well done! :)
Cool game! The art style isn't bad eighter, the only problem is that it lacks consistency. Like some objects are drawn in prety high res (raindrops), and others are really low res, (boulders) some objects have hard black outlines (goats), and others have none (raindrops). the whole thing is 8-bit style but the menu has high res fonts. I think it's worth paying attention to this kind of artistic consistency since it can make the difference between a very nice looking game and an "ok" looking game.
Anyways, nice job keep it up! :)
If I haven't found your comment I would've never figured out how to install, but thankfully I did, and after that it's was no biggie. About the game: I really like how the level is generated, it really feels organic, control feels good, not sloppy. I think there could be relatively easy things to do with it that would make it outstanding though, like adding a background image, music, sounds and even smaller things like changing the colors to something more interesting. Anyway. nice game! good job!
One of my favourite games from the jam so far. Beautiful aesthetics, good music, juicy gameplay. Maybe my only complaint would be the combo reset system. I think that a simple health system, or a limited maximum combo multiplier would benefit this game more, as I found myself resetting everytime I hit something before the very end, because I knew I wouldn't have a chance anymore for a highscore. But that's just personal preference I guess. Good job!
Hey! I'd like to try your game but I think you forgot to upload a folder. Usually for a windows build I see 5 things:
-an exe (the game)
-2 folders (MonoBleedingEdge, game data)
-UnityCrashHandler32 + UnityPlayer.dll
Right now I get an error message saying:
"There should be 'Grappling Game_Data'
folder next to the executable"