Rated. I think you've got the makings of a really good puzzle platformer. I think some tighter controls and physics would make this even better and would love to see this expanded further.
ApeBitStudio
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Rated. Placeholder graphics aside, i thought this was really good. I had some issues where the player character kept getting stuck on geometry, a swift press of jump soon resolved that. I liked the idea of the fake walls/traps, I think a visual cue for the cooldown of the 'reveal tool' would have been really helpful as in some places I wasn't sure I had pressed it or not. And what is the black shadow following the player, some kind of other gameplay mechanic you had in mind?
Just rated your game. It was really quite fun, I wonder if some kind of 'eye of truth' mechanic would work so that you could activate it to preview the real maze but it drains your health when you use it as a penalty. That way you have to remember what you've seen and not get stuck in a corner getting hit by multiple enemies...which I did a lot haha!
hey, thanks for the feedback, I think my ambition was too high and ran out of time to put more story inside the gameplay….I spent too long writing loads of lore that never got in to the ‘finished’ product which I think would have made the difference. The Beacon, where the main gameplay takes place, was cut down so much due to time. But I’m definitely going to work on this after the jam because I had so much fun with this.
I'm not sure what was going on with the camera/viewport, it was very close up which is fine given the art style, but the enemies off screen blasting you makes it very difficult to progress, and would put people off. One of the things I couldn't get right in my submission (amongst other things) was the camera and I was tweaking it up until the end. But great job getting your submission in.
Aaaaaaaarrrrrggghhhhh, that's all I can say.....you start getting into a rythm and think it's easy, then BLAMMo, faaaaaaaaake! Of all the submissions I've played and rated so far, this is the only one that's honestly had some real replayability. I think you could build on this, add different colours/shapes with perhaps some kind of bonus multiplier attached to them. Add a little more polish and you've got yourself a great mobile game here, well done.
I thought this was a really interesting concept, definitely a bit of a mind-bender with the dual controls trying to do everything myself but I think this could make for a really fun couch co-op game. As a single player experience, I think a revision of the controls would be required, controlling two characters with keyboard plus mouse interaction makes it that little bit accessible. But overall, well done, you should be very pleased.
Some very satisfying splat sounds, I'm not going to lie, I heard it alot! I liked the idea, it fit the theme well. The collisions on the obstacles feel like they need tightening up a bit, I feel like I had plenty of room but then got hit, but the infinite lives helped. The other thing, it would be nice to have the jump mapped to space or something, I'm not very nimble-fingered and prefer to control jump with another hand so I can focus on the tight platforming. Overall, great job!
Looking forward to the next chapter, you've clearly spent a lot of time writing a compelling story and it's paid off. I'm wondering if you needed to bother with the open world driving? It was a little clunky and a little linear, maybe if we could explore the different leads in whatever order we liked to piece the story together that would work better....but of course, we all had crazy deadlines with this so I understand you can't go and make LA Noire in one week. Great work overall though.
thanks, yeah I’m a little disappointed it came out like a generic platformer, I spent too much time on systems that never got used in the finished ‘product’, but I was rushed to put something up. I also wanted to expand on the story and more so I’m definitely going to build on this and release an improved version in the future because I really liked the story behind it, and with the boss fights, enemy variety and other systems I had planned it was going to be even more of a gut punch ending after all the hardship and effort. But thanks for playing, I’ll be sure to check yours out!
Hey, thanks for playing and for the feedback. The idea was to update all the other graphics to have a similar sort of outline to bring it all together, I think I was stuck between two art styles and couldn’t decide on a particular style. I’m a graphic designer in my day job and wish I could have spent more time working on the art, but there were so many quirks in the code that ended up taking a lot more of my time....you can ‘unmerge’ in a tight space to break out of the boundaries of the level in certain places, I didn’t have time to fix that 🤫
First of all, shout out to a fellow Godot user. Really cool mechanic with your head separated. I too had the bug where the head disappears, in the same instance the enemies stopped firing, you see the flash animation on the enemy but no projectile. It only seemed to occur after dying and starting a new game, quitting and restarting resolved it. Overall though I had fun with this.
This was really good, I wish there were more levels but understand the constraints of a jam so well done on getting it out. I like the idea of the grid movement, it gives it that feeling of a strategy type game than your typical hack and slash and could be a direction you take it going forward. +1 for your jacked up fused guy, he looks cool.
This was a pretty cool game. I think if your little robot pals had collisions with the walls you'd have less chance of them going into the walls and their bullets not spawning because of wall collisions. However, you're only one of a few games i've played that actually added bullet>wall collisions and i thank you for that! Would be cool if each robot had different weapons....and then flesh out gameplay by cycling through the robots to specifically focus on that weapon type. Maybe the focused robot gets a power boost from you when it becomes active.