Thanks for checking it out! I have it so you can't spawn every frame, but the spawn rate is quite generous. I did 0 balancing so that's certainly something I should look at moving forward!
atgeorge
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Yea I came across the Pixel Perfect Camera Component like 50 times when trying to figure it out, but found it didn't completely resolve the issue. Even with that, when game objects AND the camera are moving, there's some timing issue that causes one to update and render just before the other making things appear to jitter back and forth as they move.
With your game I barely noticed, and only did so during the moving between sections. In mine, it was nauseating so I had to get it fixed.
Visually stunning for a 64x64 game! I also ran into the sword in the sky on respawn bug, but otherwise, the mechanics all seem pretty polished from what I could tell!
Personally, I felt the need to be able to jump and recall the sword from afar. Those could be really solid additions that you could do some cool things with!
Overall, love it! Great job!
Awesome game for having to change gears in the middle of the jam! I did my submission in Unity too and getting the pixels to all behave while the camera is moving took up the entire first two days of the jam for me. I noticed some of the same jittering in this when the camera was moving along the path.
I was able to finally smooth things out by updating the camera in LateUpdate to an "appropriate position" (the player position for my submission), and by calculating the "appropriate position" by multiplying the x and y by the pixels per Unity unit, rounding that to the nearest int, then dividing by the pixels per Unity unit.
Otherwise, it was very seemless! Great work!
Hello! I've made some updates since the game jam, based on feedback from the game jam! I decided not to use the grid movement for now to maintain some of the difficulty because I believe in you guys! Also I hope the improved hit feedback will help with the learning curve.
Please give the game a play again and let me know what you think! I plan on continuing to update this game, so follow the page if you'd like to see and further discuss how it develops.!
Hey I've made some updates since the game jam, based on your feedback! If you want to, give the game a play again and let me know what you think! I plan on continuing to update this game at least until I get it to the original scope of the game idea (which was obviously too big for the game jam), so follow the page if you'd like to see and discuss how it develops.
Agreed! I made most of this game in the last 24 hours which is when you should ideally be playtesting in any Game Jam. There are values to be tweaked to make the game more balanced.
Really, I ought to just make enemies take one hit to kill. However, I had the idea early on for enemies to GAIN health when getting hit with the wrong type of shot. This is implemented, but again is not obvious because there is no feedback to tell you they are actually getting more health.
Thank you! Glad you liked it! If I had time I would've put in a simple scoring mechanic based on enemies killed - this would incentivize the player to risk engaging enemies rather than endlessly dodge. I also would put in more varied enemy movement to make them less easy to dodge. Something for next time perhaps!
Nice take of the theme mixed with Tetris! I liked the music and how you matched it with the display in the main menu! I found that I was able to find a lot of success turning the slidy blocks into jelly blocks as the physics engine allowed blocks to be stuffed into their side in a way Tetris would never allow. I don't think that was intended, but it was fun to do! Great game!
Not a bad idea for a game! I could see this being built upon into something interesting! Unfortunately, I personally had trouble with the app not responding very consistently to my attempts to change sides of the cube, so getting through the levels became way less possible than they should have been. Even so, I like the idea! Great work!
Simple but effective! I like how the theme of the jam is basically the entire object of the game! In terms of making the game more challenging, I'd say lower the starting time AND make the player choose from more panels (I found I could make it pretty far pretty quick by mashing space and letting RNG do the rest). Otherwise, a solid game!
The art was nice for being put together for a 72 hour jam, if a little hard to make out at times. At its core, this is a fine turn-based game, but some quality of life things would help - such as multiple control schemes for easier navigation (mouse-only gets tedious on a laptop). I'd also say some effects would help the game pop as well as keep the player informed - it took me a second to get what was going on because the only indication of progress was catching the health bars moving each turn. Still a great base for game done in 72 hours! Great job!