Controls were actually a big question during development, we hesitated between keyboard + mouse or full mouse, unfortunatly we didn't had the time to playtest both so we decided to go with the safer option.
AdrienMarcenat
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You can still make the music fast paced with a simple chord progression and a groovy beat, I'd even argue tha's easier to start with that than with the melody ^^ My point is that writing melody first is more difficult and can lead you to write something that will get annoying pretty fast, especially if you don't have great music librabries to make it sound good.
Congrats for making a full working game :)
I like the idea of spreading infection, the way it is presented here may be a bit rough but it works as a proof of concept. I think I would have like it more if it was slower, like really slow, and it was more of a creepy horror action game where you can suddenly find a nest of infected people that is threatening to spread everywhere. But yeah that would be a totally different feel, here it is more like a bullet hell fast paced type of game.
The fx are simple but get the job done, which is important in a jam, same goes for the gaphics.
The music can get a bit annoying, my advice here would be: if you don't have time to craft a well written piece of music, it is better to have just a chord progession and no melody than the other way around.
On the game feel other comments have pointed you to useful resources, I just want to point out a minor issue with the camera: when you collide with something it jitters a lot, which I think is due to your code making the camera just following instantly the player position, this is pretty easy to avoid and you can find many post about that on Unity forums.
Cool game, I like the concept and the game is quite pished and feel nice to play.
Though it's a bit more "run out of health" than "run out of control". But don't get me wrong mixing life and moves is cool.
The crypt of the necrodancer vibe is there, but I felt kinda overwhelmed when I realized I had to collect 120 chest ^^
I don't really see what pure random on death brings to the game, it just comes to me as unfair.
On the actaul game it's a bit too unfinished to be enjoyable, this kind of game requires a lot of visual cue and effect to be fun.
As a side note drawing only one card doesn't help the pacing of the game, but I understand the limitation is due to the "random death" mechanic
First off congrats for making a working game under 48 hours !
This is actually a quite nice puzzle game, though it lacks a bit more mechanics and levels to really show its potential, I felt like I've only done the tutorial here.
I must say I love the atmosphere and the music. The art is nice, though I'm not sure about the background of level 2, it kinda gets in the way of readability.
If I can be nitpicky the lifetime of the ghost is super short, which is frustrating when you're trying to understand how the game work in the first level, but I guess this is more of a level design issue.
Super cool and original concept !
The level design is pretty good, you did a great job introducing the mechanics gradually and then combining them.
The light flickering effect is visually cool, but it gets annoying when you actually restart the same level again and again, it slows the pacing of the game.
Overall that is a nice puzzle gaem and it got potensh !
Cool game, it has some Potensh :)
The mechanics (and the color choice) reminds me of Porttal 2, which is nice !
The controls could be improved, two things for instance:
- You've kept friction on platform edges
- The gun sometimes don't apply color where you shoot, it would have been easier to just kept pressing the fire button and having the color spread around (although it is a lot harder to code give you that)
Great job :)
Really clever puzzle game !
The level design is pretty good, and man when you use the button as an obstacle... genius
A few minor things that could have made the experience better:
- the movement of the bot is very slow, it is tedious to execute the solution and iterate
- inbetween levels I had to press an arrow key to load the level (is that a bug ?)
- You have to understand that you can hold an input in level one, but it explained in level 3
Overall great job !
Nice game. At first I thought it was going to be a fez like game but no the rotation purpose is to let you see the laser pattern :)
The difficulty ramps up a bit too fast, and the level design is a bit frustrating : in level 3 for instance there is a lot of waiting, and once you know the solution it is tedious to do it, because you only get one second to move because only one cube blocks the laser.
Also I didn't really see a connection with the theme.
Overall the idea is nice, the level design might need to be polished :)
Nice concept, haven't seen anything like that. It is hard as hell though, I didn't manage to finish a level :)
It would have been nice to have tutorial level, and introduce the mechanics one at a time:
For instance in the first level you have to shoot a few enemies so you can see their spawning and move pattern.
In the second one you force the player to change weapon.
In the third one you force him to move.
etc...
Here the player has to figure that one all in one go, by dying a lot, and it seems unfair because the rules were all thrown at him the same time.
But the concept and mechanics are great and well executed, so goodjob :)
If you like puzzle game here is mine :)
https://adrienmarcenat.itch.io/corridor
Best game I've played in any jam so far, the mechanics just work so well, and damn the execution ! The art is lovely, the music perfect (reminds me of angry birds theme).
The real genius here is the level design, you did a really good job introducing each new mechanic and slowly ramping up the difficulty. And there is a lot of "real" levels (not tutorials), which is impressive for a 48 hours jam (I struggled to make only a few in my game).
The only disappointment is the lack of undo button.
Great job !
Hi,
Played your game, it was cool (bit more detail in my comment) :)
Here is mine: https://itch.io/jam/gmtk-2019/rate/462774
Very original, took me a couple of minutes to figure out what I had to do, and I feel you can blast through most of the levels not really noticing the color mechanic.
In the last level however the level design forces you to think about the order in which you "kill" the arrow, so that was cool.
The music is great too.
Good job :)
Great mechanic and well executed.
I love how the different enemy patterns challenge your way to move, it really helps the mechanic to thrive.
The game was a bit easy, and I wish some ennemy were shooting at me, here I only had to shoot, not to dodge.
The music and graphics get the job done.
Overall great job it was fun :)