Glad you had fun! Thanks for playing! 😊
Agrerim
Creator of
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I'm actually glad to hear you say this, because everyone else have said it was challenging or even that hey didn't reach the second power up. I have been worrying I made it way too hard. Of course a better solution would be to have difficulty options and gradual progress, but that'll have to be next time ;)
About the "personality" it's absolutely true. I litterally used an asset called "game template" for the most of the level models 😅 But I was solo and focused on gameplay this time ;) Thanks for playing!
Haha, clever idea! I think this could be developed a lot further, but there are a few things needed.
1. A way to deduce how the players reason about the boss, so you can make the right improvements.
2. A way to figure out (at least partly) how your choices might effect the gameplay and in turn the heroes thoughts about the fight.
3. A slightly clearer picture of what happens in the fight, since now it all goes so fast I didn't understand much.
4. More feedback like audio, camera shakes, animations etc.
I realize all this is way too much to ask of a 48 h jam and I really think you did a good job with what's there already, just trying to add my thoughts in case you want to develope it mroe. Right now it feels like you just choose at random (though I achieved "masterpiece" on my second try 😁🏆😉
Good Idea and really impressive for being new to unity in 48 h! Both drag and drop, fit to grid, random pieces and the snake AI - that's really not bad! It took me a while to realize I could only select pieces by clicking directly on the black part and not on the white part of the "button" they appear in. This was frustrating, because it felt glitchy that I often couldn't select and I started to wonder if there was a time limit/"cooldown period". I would also have liked a more clear way to outsmart the snake, since now it felt like the game could last almost forever and in the end it wouldn't be clear if I would be considered successful or not (or did I miss something?). Then again this is knitpicking for a game jam with a strict time limit!
One of the better games so far. Very solid and nice looking! I didn't understand if there is a goal or if it is just "run as far as you can!". To me, it would have felt more satisfying with a goal and some checkpoints so I didn't have to replay the same parts so many times. I think the map was randomly put together by blocks? That's nice and added some variation.
Nice idea! Placing the wind was a bit tedious since you have to wait for it to slowly rotate. A future development might be to make more complex levels with the baloons and different wind sources, spikes etc placed in the level. The baloons don't have to move from the beginning (the movement wasn't very important anyway, since you can freeze it at any time). This would give the possibility of adding more advanced puzzles. That would probably have been too much for a 48 h game jam though. Good job completing this game! :)
Fun game idea and tricky with the controlling. I liked that the heads had different weapons and each can run out temporarily. The need to change heads both for "ammo" and for aim while moving at the same time added some complexity. I can imagine you can develope quite a lot of skill in this game with practice. The one thing I didn't like was switching heads with the scroll wheel. Perhaps it's just my mouse, but the scroll wheel isn't completely predictable. Good job with the game :)
Beautiful game! Fun concept which fits the theme! Some music would have made a nice addition. I'm not sure if I understood the combat. The sum of the dice were clearly not the damage dealt(?) At first I thought the enemies had some kind of armour modifier, but then I made a lot of damage on a triple 1 (unless I'm mistaken - everything happende so fast...). How did it work?. Either way, good job! :)
A good (but frustrating) mechanic and a good progression where you first show concepts without the mirror and then gradually introduce more. I would really have appreciated a more consistent basic character controller. Now I felt the jump height and how well a jump was timed with me hitting the key, was a bit different from time to time, which creates a point of frustration in such a precision game. Also the mirror gate threw me out on the other side at a different distance different times, which made it hard to hit the moving platform. Still, nice job for a 48 h game jam. I struggled with making my own character controller, and it too has some inconsistencies... ;)
Fun idea! I agree with what others wrote - it would give me as the player more agency if the spaceship was a bit slower and more predictable. That way I could strategize more. Perhaps to compensate, the astroids should be more expensive and you would need think more and weigh options between different kinds of asteroids. Anyway, congratulations of finishing and posting the game in time!
Very creative! I remember doing this kind of paper computer games as a child :D Since there was both a puzzle and a platformer element, it felt frustating when you had cracked the puzzle part but had to rerun the same challenge over and over because of the need for perfect platformer performance. For example the first part of level 3. I think that checkpoints after major challenges would have made the game more enjoyable. But it is a really good concept! :)
What a beautiful game! It feels like a completed production where the graphics, audio and controlles are fine tuned. Like you mention, a bit more fine tuning of the gameplay, such as more variation in the challenges, upgrades etc would make it perfect. Still, the most professional feeling game I tried so far this game jam! Great job!
Oh no! Adjusting difficulty is always a difficult challenge for game jams! Sorry to hear you didn't reach it! There is a slight porgression of the fiering rate towards the end, but I probably should have made the beginning of the map easier. If you give it another try, try flying high with the jetpack, going left and right in the air to throw of the aim, fall to the ground and then repeat. But as a developer practicing all throughout the dev process, you always tend to underestimate the difficulty 😝
Yes, being able to move the camera is very good when you want to look out for bullets to avoid :P The simplicity of the camera was a choice made to give more time fo fun features like power-ups, but I could definitly have spent more time on basic important stuff like the camera and making the character controller more stable! Thanks for playing!
Good job! :) It really feels like I'm a stressed out AI having to control a ton of NPC:s. Perhaps a little too fast paced - it would have been fun if I had more time to react and the challenge came more from other aspects in the level design. But all in all I enjoyed it and I got 3.07 after a few attempts, which I guess is just barely ok :P
I would recommend deploying your game as a WebGl build instead next time, since it's made with Unity anyway (it's easy!). Downloading and running an executable is a barrier for many, and having it zipped with a special zip format even more so. I think this may be the reason not many people tried your game yet.