Congratulations on the project !! Excellent design, mechanics and arts! Very interesting to use the weapon as a "rewind" factor.
AquaPunk Projects
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Ahhhh Now I got it! Makes sense when you tell me how I should kill the boss. Its mechanics seems pretty cool, and I believe you can make it looks perfect in no time. Maybe introducing like you did with the others. Great job for just one person!! I'll be around to see what happens with this project for sure!
I think that's totally honorable to submit a game even when things didn't work out. Congrats for not giving up and having the maturity to face head on the mistakes you made, thanks to that, i' m pretty sure in the future you will be able to use the things you learned here to make an awesome project!
Just some things to keep in mind: the footsteps sfx used here don't really translates the sound the character appear to make, they feel way too heavy. Also, it's a good thing to make them more random(change pitch for example), so they don't feel so monotone.
On the graphics side of the things lies what I think is your biggest strength, even on this so called "not game" you still managed to make lots of models, particles and stuff, which is pretty amazing. One thing to take note is to learn how to better make use of the lightning along the scene, some places were just too dark! (and of course give the models proper collisions btw). The UI can be much better than it is now, not that it's not visually appealing, they simply don't do their sole purpose, that is to inform the player and give feedback for his actions(I honestly couldn't understand what the symbols were meant to say).
Aside from that, remember to always make sure you have a minimum viable product, a working prototype, before jumping on to super complex ideas and stuff, just cause it sounds like a good idea doesn't mean it's a viable one. First make sure you can make the main mechanic work, then you can add other things.
Again, congrats for the courage and good luck on your future projects! :D
I was really surprised by the minigame, you guys had a lot of work here. I LOVED your game, its pretty, cute and works well. Its not very complicated and easy to understand. When I was playing with the limitless mode (cause I keept diying everytime), the boss didnt died even if I used all the bullets at him. But the rest was just perfect working!
If you guys feel like, please go take a look at our game too <3
I think the game is a good idea, but have some problems. The menu by itself seems really heavy, it braked and delayed a lot, the jump's trigger was really difficult to hit, and I did more point just spamming the space bar without stopping, and it makes the game kinda boring, it lost its meaning.. Honestly, the easy mode didnt make that much difference, or I couldnt notice it.
If you feel like doing, please take a look at our game and give us your review too <3
Even tho the game is not finished, there is a lot of potential! The art is absolute stunning and the concept was really nice. I probaly don't have to talk about the lack of feedback or the not working health UI, cause you definitelly know that more than anyone. I think that if you stick to the 60s to get to the end of the level formula and resolve the problems it can become a really good game!
I dont have much to say here, cause the last comment did an awesome job, and I agree with everything. But just to add some more, the thing that I missed the most was UI information during the gameplay. I dint had any feedbacks about what was really happening, if what I was doing was right or not, about the time, or how much pills I would need and how many lifes I had left.
I really liked your project. Its a good idea with a fun gameplay. The scene at the end was beautiful, I loved! Keep going with the hard work, guys! You did great!
The game was very simple, but yet really solid! Presentation was flawless and the use of the assets was really well done, making it look like a complete package, not just a bunch of stuff you thought looked cool trew together, as we oftem happen to see on many entries. The gameplay felt really intuitive, as the moment you first hit the bomb and make it go back in time is pretty much all it takes to learn what you have to do in the game, leaving the rest of the game as a time for experimentation trying to master those mechanics.
Good job! :D
Got some strong "You are now Possessed"(overall winner of the GMTK jam) vibes from this one, don't really know if you took inspiration from it or not, but anyway this game is GREAT, and those similar mechanics work marvelously on both jam themes. The artwork was beautiful, I liked the music, and level design felt amazing, must have taken a lot of tought/ test to make it work properly. One thing this game lacks however is a menu system, the game opens and already trows the player on level 1, and when you finish, the credits end and take you back to that place again :/. Anyway that's a jam we are talking about and i'm pretty sure you just didn't have the time to do so, also that's a minor detail wich doesn't change the overall experience that I had. Congrats for making this one :D.
PS: It would be a really good addition if you add a level selection menu on post jam version!
Wow that's a wonderfully polished game! The graphics are amazing and the player walking sounds are on point. I was really curious at first when I saw it was an online co-op game made for a jam, didn't known what to expect, but you definitely nailed that part! Would totally love to learn about how you made the communication work between players with the online chat and emotes :D.
I don't have much to say because it's a prototype, but I guess if had more levels and more obstacles to make harder to player guess the right number of the car force would be nice. Put things that could make change the velocity of the car, and better indication of the velocity instead of the car just stop suddenly would be better. Good Job, keep on it!
I really loved the game! Your idea of make the player split the atention between the mouse to rewind the engine and keyboard to control the car to not crash (and prevening of the player driving too slow) into something was super cool! The music fits perfectly with the game, it's not tiring to hear during the game. The only thing that I would like is some sfx of the car (wheels and engine).
Good job for making all this stuff from zero! I would have more fun with your game if the general pyhsics of the car were less stiff. I can't find the right word to describe the movement of the car, but it's very hard to control! There is no way to make well done curves. I loved the sfx of the traffic light :D!
I liked the game! But I think the plataforms of the cyber city that I can jump on it's not so intuitive. I dind't see nothing much new on the game (mechanics), it's a very simple 2D platform. However, I loved the art and music, that two points make the game have more identity, shine more than other 2D platforms games that we see everyday. I hope the game can progress even more than the actual version!