Breaking through the floor with the hammer is so JUICY.
Alpear
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Really like snappy controls like this. Grabbing the zombies and throwing them feels really good. Seeing them all pile up in the top looks so funny and the fact that one thrown zombie pierces through an entire heap is so satisfying.
One thing I found awkward was that the grab button is 'E' while I had to move with the 'D' button with the same finger. It would be 'handier' if I could use my other hand for the interaction (maybe via the mouse or some other keys like 'JKL').
Adding a bit of polish would make this a very enjoyable game. Well done!
Never seen a skeleton factory before in a game, very interesting setting.
Not sure if it was a glitch but thrown enemies would often fall through the belts. I think it's more interesting if the player can take the conveyor belt to their advantage and throw skulls in such a way that they return to the player.
Nicely polished as well. Good job.
Oh My Dog, you got dynamic music going! Changing the art when getting hit really makes you feel the impact. Music is liiiiit. Well done joseph!
The jump felt a little weak tho, but that's also hard to balance with the speedups. Maybe have it work like google's t-rex runner where ducking makes you fall faster?
Didn't really feel wholesome but I definitely got the danceparty. At the end I was just replaying it for the music xD.
edit: I just noticed that you can actually fall faster, tho it is subtle. So it was more a balancing issue and that is just hard in 6hrs...
More than half of my inputs are not getting registered while playing this game and I don't know what is causing it... because of that I can't properly play the game :(.
I was able to beat the first level however and the idea for the game is really amazing. I really like the touch that buyers move faster when you spook them which makes players think more strategically. I noticed that the pixel art was blurry, which is caused by a blur filter (maybe it's called bilinear filtering in you engine?) and you should know that you can turn that off.
Really hoped the game would work on my pc cause it looks fun...
The game is hard to start because I selected opengl 3.0 without knowing about the issues it causes in the browser. I have a fixed version but uploading new files to the jam entry is not permitted.
As for the goal. I had a really cool idea for this game but I didn't get around to it. I wanted to 3D model a castle before the jam which I could use as the level (since importing art is not counted towards the 3 hours). The Idea was that the player goes around collecting 'magic orbs' that make the castle slowly emerge out of the ground, revealing new paths and area's everytime the castle rises. Ultimately a 'treasure' is revealed in the deepest point of the castle.
This would've been achievable if I was more familiar with the engine and I had time to make the castle 3D model. Lemme know what ya think.
Wow, a game that looks finished is very rare to see in this jam. Very polished.
I'm not really a fan of the camera that smoothly drags behind the camera. It pushes the view to the back of the player which is the opposite direction of where I want more information. I also think that a snappy instant acceleration would be a better fit for this type of game as it is more about combat than platforming and you have would back and forth a lot. The color mechanic and the name are amazing tho. I enjoyed the game.
Taking a simple game like snake and putting a twist on was a very smart idea for the 3hr jam. Moving the snake super fast was very engaging and not being able to turn next to a slime fought against my instincts which made the game more hectic and funny to play. Also very polished, it even has controls on screen!
This is the type of game I can just play for hours. Sometimes even when it is a gamejam game. Definitely very ambitious and also neatly polished. YOU EVEN HAD FRICKIN MUSIC in a 3hr game. I remember you saying you wanted to experiment cellular automate but I didn't notice any odd behavior from the movement. I'm still interested in the idea. DM me if you have an update!
I played the game again since our discussion on discord and you were very right. The way you used the particles are reminiscent of HK. Now that I looked more closely at I noticed that this game is just oozing with the HK feel. It's the colors, the way light shines down from a path that goes up, the atmospheric sounds, the lack of slopes and more. I love HK so much and that feel just put me in a good place right away :).
The music was pretty good even though it was so simple. I would've even let it pass if it where in a commercial game. Now I really understand what you meant by the sustained notes carrying the song. If you made some of the songs: great job. I know you were working on a replacement song for the crystal cave part, did you manage to put it in?
The game felt very polished because of the particles. There were so many little touches and you used the artpack creatively to achieve it. All the parameters of the particle systems were very nicely tuned and I think you did it perfectly! Seeing floating rocks as fog clouds made me smile and it reminded me of how creatively SMB1 re-uses the grass sprite as a cloud sprite.
The story was nice and fitted well with the atmosphere. It was engaging to see the snippets of the characters' lives when you move back and forth through the level. Seeing the demon at the was very unsettling, especially when he whips out his animated tentacles. I was like "WOW". I've seen you wanted to make more unsettling games in the future and you did a great job here. One thing I think would improve the engagement of the story tho is if there was some form of relations between different characters. I don't mean it like having a conversation but more like learning one thing about a character from another. This will make the story bits more like puzzle pieces and make the player think about what each segment would mean in the context of the whole game. Basically, I wanna see a story bit and go: "hmmmm, what are the lore implications". still very nicely done for a jam game.
There were a few nitpicks that held me back from giving you 5 stars on the polish. I think I'm being too harsh tho by taking a point away so they are really small. 1. The coyote time is broken. I think you made the jump velocity additive and don't compensate for the downward velocity gained by falling. For my games I like to go a step further and even adjust the jump velocity impulse to compensate for the height that is lost relative to the platform. This makes the coyote jumpheight consistent with the a regular jumpheight relative to the platform. I hope you remember the quadratic formula for this implementation :), or dm me. The amount of coyote time seemed good tho. 2. the music seemed to transition a little to fast for me. Considering how calm the music is I would expect an equally calm transition. 3. the friction of the character was off but you know this already.
Some comments say that the pacing is odd because you start so slow and very suddenly move at hyper speeds after you get the first upgrade. I'd like to argue however that that contrast makes the upgrade more exciting and that was a nice addition.
I also found the platforming bit boring. The platforming isn't thought provoking as you just jump forward from A to B. and that is.... PERFECT. You don't want to distract the player from the story in a game like this. The player has to be able to daydream about the 'lore implications' while they are moving around so you did a great job on this part.
Good game. Would play it again.
Edit: Oh I forgot to mention I really like the part where you drop down in the lower area. Suddenly being emerged in another place like that felt really juicy!
I like the idea of having a tower defense game where you have to manage building defenses, repairing the crown, and fighting yourself at the same time.
The difficulty curve was a bit odd though. It is very easy till the timer hits 200 and then it suddenly becomes impossible. It also wasn't very engaging to think about a strategy because you can just spam the defenses at the center. Maybe you could limit the number of placements at a location or spawn certain types of enemies from just one direction. Overall fun game.
I was a bit afraid of people getting motion sickness. I wanted to add settings for the camera sensitivity and FOV but couldn't get to it. And I agree with the rapid camera shift. I thought it would be fine but the amount of rapid shift depends on how the camera is positioned and someone who isn't aware of the camera system couldn't exploit it to create smoother transitions. It would have certainly been worth it to add at least some kind of straight lerp. Thanks for playing!
I really fell in love with the idea. A lot of people already know the different kinds of combinations so those people can very quickly get into a game with a somewhat complex mechanic. This combat allows for players to come up with clever optimization tactics of how the hand and and playing field can be best used to deal the most damage as possible as safely (easy to execute) as possible. Oh yeah that's the good stuff. I did not think however this game executed it well. Once you find the powerful staff I couldn't get bothered to look at my hand and multitask and just ended up spamming the '1' button to drop random cards. Having the staff made the game easy enough to defeat all enemies with this strategy.
I also tried to beat the dragon without the super duper staff and it was just frustrating as the bullets were too fast to dodge and the reward for getting rare combinations didn't seem great (maybe that's a glitch, I thought I saw a 4 of a kind recognized as a 2 pair but not sure it happened so fast). It should be reinforced very strongly that making better poker combinations are the easier way to win, since player will naturally do what seems more easy.
It is fine to make a difficult game but it should feel more fair. There was just no way for me to react to the hellfire from above.
The movement also annoyed me a bit. The character moves on a grid which reminded me of the game baba is you, which is a game where the character moves from tile to tile as fast as the player can hit the arrow keys. Being slowed down took away from the juicynes. I'm guessing this is done for the combat system to limit the dodging capabilities of the player but bullets fly so fast that it would seem better to me to unlock the character speed.
I could definitely feel some of your Undertale inspiration in the dialogue and it was nice. It really added some character to the world. I really liked the characters in that game and how they're so lovable eventhough they are the bosses that you are tryin to kill. It feels fitting fitting for this type of game.
It was very interesting, and I'd love to see an improved version of this game. good job
This summer I have been playing aoe2 a lot again and rediscovering my love for it and this game reminds me of it. So I feel like this game was made just for me :). I would've never thought of stacking the sprites to create an isometric art-style in the way you did, I love it. You get 5 stars for sprites use.
The combat feels really good. Hitting multiple enemies with one swing is great and seeing the ridiculous effect of a level 8 bow is too satisfying. The arc of the arrows looks really cool aswell. The simple white flash when hitting an enemy reminds me of 2D zelda's and is just perfect. You made a great selection for the sfx as well making the hits even more satisfying. Furthermore I think the leveling up was a great addition. Not only does it reward the player every round but it also adds to the replayability, because you can experiment with different types of builds. There are a few tips I have for the combat though. The sword swinging dudes attack too abruptly. The player should be able to predict the enemy's actions so they can react and master the mechanics. Here it felt more like I was waiting for them to swing so I could punish them. The combat devolves into waiting and attacking which I don't like in games. Another thing is that it seems pointless to level up your sword beyond level 3 as you can insta-kill anyone from that point on. Adding more range to the sword might be good, but that can make the player too strong again.
I also have a tiny tiny nitpick about the 'getting hit' animation for the player. The player flashes white when being hit just like the enemies, but the hit would seem a bit more severe if and hard hitting if it was another color like red, the classic panic color.
there also was a glitch were enemies couldn't be bothered to steal the relics. As though the newer waves swore to avenge their fallen warriors and were blinded by rage. But you were already awere of that.
There were a lot of really nice little touches like the spirits leaving the bodies of the fallen enemies. And I liked your voice over and sense of humor. The story is short and reinforces what the player has to do as it should be.
There wasn't really a lot of enemy variaty but I know you couldn't fill the 48 hours and I bet you had many great ideas (like the WOLOLO idea). This game has an incredible amount of polish and is one of my favorite entries in the jam. Goed gedaan!!! oh sorry, my inner dutch dude jumped out again...
Miner inconvenience is such a good name, oh my dog. I am a fan of space games so seeing this game's thumbnail immediately caught my eye. I really like the idea of digging through planets and going all around the core. I'm someone who experiences motion sickness pretty easily in games and that kind took away a bit of the enjoyment, but because each level has a story moment I could recover from each level and survive the next. So having the downtime in between the levels has worked great for me. One thing you could do to account for motion sickness is to move the screen more slowly.
The story was lovely and was mostly the part that kept me in the game. I had a laugh reading it.
As for the gameplay: the levels all felt the same. The difficulty was very low and there weren't really any moments where I had to make an interesting decision or made a cool realization. You just move to the materials. There just should be something that changes it up like dirt that moves you faster that you have to take to make it or idk.
The game looks very nice and is very polished. It really looks like something you'd buy.
I enjoyed the game. Well done