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Axial Studios

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A member registered Apr 26, 2020 · View creator page →

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Very well put together. My favorite things in no particular order

  • The level transitions
  • The freeze-frame when bonking your head
  • The impact sound effects
  • The slow background parallax
  • Physically pressing the buttons in game

There's a lot of character in this game.

A couple nitpicks.

  • I wish there was more to the gameplay. Having some sections of more conventional platforming to separate the really fun falling mechanics would be nice
  • I wish there was a fail state or downside to playing poorly - I can bonk my head as many times as I want with no side effects. If you implement some conventional platforming, you could have the number of bonks affect the responsiveness of the controls.

Pretty fun - feels like a mini game from Mario party.

Art

The individual assets look good, but the background objects and the rocks are a very different style from the player sprite, potion, and coin; which are also different from the menu buttons.

Still, each asset has good visual clarity, and they look nice.

Sound

Functional. Each rock impact has a very sensible noise. Some background music would go a long way here.

Gameplay

Fun for a limited duration. I wasn't able to figure out what the coins and potions were for - could be a skill issue on my part.

The big rocks are a clever way to modify the play area and ramp up the difficulty without just sending more rocks. Expanding on this concept would increase replayability significantly.

This game is pretty fun in short bursts.

The art is cute, and the music is fitting (although a second verse would be very welcome).

After a short time falling, I noticed the different platforms seemed to be repeating. A bit of variety would be nice.

This could make for a good mobile game, or a more casual version of Downwell.

This is very well polished and very atmospheric. Quite impressive for a 72-hour jam!

I wish the sharks didn't bite me, but I guess it's my fault for being such a tasty snack.

Thank you for trying it out!

You have a fair point on the jumping.

Originally, he jumped the same height all the time. However, it felt weird that he could propel himself 2 meters into the air while leaning all the way over, so we instead made the height of the jump take his angle into account. To make it not feel like a straight nerf, we also made his jump propel him forward if done at an angle.

Did this work? Kinda...

The jump feels a little lackluster at times because it seems like you get zero height even if you're not leaning all the way over - this is partially the fault of the hastily-implemented custom physics.

We're working on ways to improve the physics in general, so this is valuable feedback. Thank you!

Thank you for the review!

If you're truly stuck on the third level, you can use the level select feature from the main menu to skip it and move on to the next level (so you can still experience the rest of the game!)

The 3rd, 7th, and 8th levels require a rarely-tested skill in video games: Holding Still.

Entertaining! Could make for a fun mobile game.

There was an "oh shit" moment when I realized I had to keep multiple balloons in the air at once.

What goes down, must go up!

Falling to recharge the laser is a neat idea, and the level design works well with it.

This concept could make for a fun puzzle platformer.

Quite fun, and very cute art style.

Has a bit of an overcooked vibe where you're cleaning one area, and planning where you're gonna clean next!

Music and audio were really nice as well.

If I had to nitpick one thing, it's that the controls for the game are hidden in a multi-paragraph description. The description itself adds some nice flavor for the game, but I'd recommend having in-game prompts for the controls.

Disregard that first critique. I had an audio issue with my headset that was compressing all sounds.

The music is actually quite good.

Short and sweet.

I like how the different mechanics are introduced, and how each level flows into the next. I like how you foreshadow future hazards like the red fish that you see early on in an unreachable part of the level - very well done.

This reminds be of the balloon levels from Mappy.


Some critiques.

  • The music is quite grating - this may just be a 'me problem', but if the game was longer than a couple minutes, I probably would have turned off the sound.
  • In general, more sound effects would be nice. It would help sell the underwater vibe.
  • I would like to see some more variety in movement, both in the player character, and the creatures/hazards around you. Adding some acceleration/momentum and some animations to the creatures' movement would go a long way.

That's a respectable time! I appreciate the picture for proof lol.

The best time for that level so far is 3.35 seconds, so you're really close!


While I don't see a strong correlation between the limitation and the game, the concept is actually really neat.

I like the idea of sacking one of your stats to boost another - somewhat reminiscent of the stats in 'Betrayal at House on the Hill'.

The art in this game is also very nice to look at.

Here are some critiques.

  • If my jump is too low, I can wiggle in place, and if my walk is too low, I can easily jump to boost it back up. There's no planning required - maybe only reduce the walk stat when you walk further than some threshold to prevent wiggling in place. Or only lower the jump stat when you land on a platform that's a different height from where you jumped.
  • Figuring out the spikes is pure guess-and-check. It's really tricky to gauge how high you will jump from just looking at the meter, so when you miss by a small margin, it feels frustrating.

While I don't see a strong correlation between the limitation and the game, the concept is actually really neat.

I like the idea of sacking one of your stats to boost another - somewhat reminiscent of the stats in 'Betrayal at House on the Hill'.

The art in this game is also very nice to look at.

Here are some critiques.

  • If my jump is too low, I can wiggle in place, and if my walk is too low, I can easily jump to boost it back up. There's no planning required - maybe only reduce the walk stat when you walk further than some threshold to prevent wiggling in place. Or only lower the jump stat when you land on a platform that's a different height from where you jumped.
  • Figuring out the spikes is pure guess-and-check. It's really tricky to gauge how high you will jump from just looking at the meter, so when you miss by a small margin, it feels frustrating.

Fun for the first couple thousand feet (or meters - didn't see units). After that, it gets a bit repetitive and becomes a game of endurance - one that I failed, as I willfully face-planted into mallards to escape the never-ending fall.

Having different obstacles to dodge other than the occasional duck could help.

Perhaps an airplane could fly in from the side, and you'd have to dodge vertically (as well as horizontally if there's an incoming hazard from below).

I had a lot more fun with this than I expected to. It could make for a very fun mobile game. You get a lot of mileage out of a very simple art style.


Here are some critiques.

  • It's not immediately clear that you can carry multiple oranges at the same time. Knowing this would make the early game less of a chore.
  • The gap in strength between the lvl 2 and 3 upgrades is hugeeeeeeeeeee. I went from having a demand problem at my orange juice stand to having the populate of a small country lined up.
  • The sound effects get a little repetitive after hearing them hundreds of times. Some simple pitch variation would go a long way.
  • It took me way too long to learn that you can just hold the mouse button down instead of repeatedly clicking. If this is an intentional feature, it should be clearly communicated to the player.


These are all nitpicks. This was a fun entry!

Good use of limitation.

I like how the player sprite elongates as you fall faster and faster.


A critique:

The upward launch takes a long time, and is essentially hands off, but the motion is too fast to plan your route back down when falling.

I'd recommend making the upward launch slower, but also more engaging. Maybe you can control your trajectory a bit on the way up, damage enemies, clear blocked passages, etc.

Thank you!

Sid Meier's Pirates was a big inspiration for this game!

As for how we managed to get this done so fast, three words - Global Signal Bus. Who doesn't love some spaghetti every now and then?

Thank you for the comment!

The difficulty is a bit over-tuned, but it is possible to beat this revision

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Excellent entry! I would have liked to see the chompy fish used in more levels than just the last. The last level also felt too easy. All the other levels were fantastically paced and introduced new mechanics very well.


Sound effects and art style were great too!

Loved the fact that you can talk to the fish - gave off stardew valley vibes.

Very cute art style and fitting music - the cat-fish is a little hard to control, but that feels like part of the game.

This may have been explained, but why do some of the fish just bounce away from you when you hit them?

Good ship physics - I like that the wheel slowly returns to center (if it doesn't, you're about to capsize!)

Not sure how you keep fish from weighing down the boat (didn't even realize they sank it at first, but that's on me for not reading).

Really like the visuals in this one, although the ragtime music is a bit at odds with it.

Would make for an excellent peaceful sailing game with a bit of polish!

Clever use of the compass to control wind direction - Some wind sound effects would go nicely in here.

Feels like a real time puzzle game.

Would be nice to have a fast-forward time option for when you're just waiting for the last boat to go in.

Quite fun!

There's a solid level of polish to this - the fact that you can smack the cat with the fork is pretty funny. Also didn't expect a full-blown shop to be in here.

One thing I'd recommend adding is a failure condition - maybe you can only get a few fish wrong, or maybe you have to get the next fish within a certain amount of time (kinda like overcooked).

Love the art style on this one!

Easy to learn with simple controls.

Reminds me of those little 1-bit, 1-button handheld games they used to give away in cereal boxes.

However, it's not immediately clear that the big fish hurt you (although I suppose the teeth are a bit of a giveaway).

Nice entry!


Would be nice if there were some simple movement physics on the boat (accel, decel, and maybe a ramping turn speed).

I like how the levels are randomly generated each time.

Nicely polished entry!

Gets rather tense as more fish enter the screen at the same time.

It'd be neat if the krill got slightly larger as it ate more food.

Fun concept - plays out a bit like an RTS. I'd recommend adding a reloading indicator to each ship, so you can plan your shots accordingly.

Also, it would make sense for islands to block cannonballs.

As an additional incentive to keep your fleet small, your ships could be susceptible to their own side's cannonballs as well.

Loved the monochrome art style and music!

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Thank you!


The footsteps are a small sprite that matches the shape of the player's foot.

 


From this, I created a footstep scene that fades opacity of the sprite over 30 seconds and deletes it afterward.


A reference to this scene is stored in the player script.


When the player walks, there's a script that plays a footstep sound on regular intervals (this was timed with the player's feet being fully extended in the sprite sheet (3rd and last frame in the sprite sheet (Although I think we switched the order around in game to make walking feel more natural)).

Since the walk sound already plays at the correct time, I can just instantiate a footstep in the same part of the script. I use an integer to keep track of which foot is stepping (1 for right, -1 for left), and flip the sprite along local y accordingly - there's also a positional offset, so it looks like it's coming the back foot of the current frame.

Hope this helps!


Edit:

The spritesheet above has 7 frames. The one we implemented in Godot actually has 8 frames, so one step always takes 4 frames.


Wow this is super fun. I like that you slowly understand what you're supposed to do organically without being told. The premise feels a bit like Space Team.


Mechanically, it feels a bit like the manual starting process of a synchronous where you have to match the phase and rpm with the grid. This game is very satisfying when you get that last node to light up.


However, I would recommend removing the node that lights up for charge level (or replacing it with something else). Clicking the charge button until the top bar is full isn't the most engaging mechanic.


Also, this would really benefit from some sci-fi beep boop sounds.


Excellent entry - had a lot of fun!

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Absolutely!


So I created a series sprites for the different leaf layers of a pine tree.

In Godot, on startup, I decide if a tree will have 3 or 4 leaf layers, scale them from 1 down to 0.5, and color them green.

(The white snow is from a another sprite that I place over top - if I did this again, leaves would have been all one sprite with the snow factored in, but I had originally planned to do some cool stuff with sprite masking - didn't have time to implement this)



From here, I pick a direction to sway the tree in, and select a point for each leaf layer to sway to (the amount the layer sways is based on the size of the leaf layer - the smaller the layer, the further it sways since it corresponds to the top of the tree).


Then I interpolate between the starting and target positions for each leaf layer (cosine function helps the swaying feel more natural than just linear motion between positions).


The period of sway is randomized a little as well.


The 3D effect of this was unintentional, but we loved how it looked when we tested it out, and it saved us from hours of drawing tree sprites by hand (we're not artists lol).


Hope this helps! The explanation is a bit of a mess mostly because the implementation is too!

Very immersive. the placeholder art for some of the elements does take me out of the moment a little bit. 

The music and voice over add a lot to this. I want to know more about this world, and how it came to be this way


Very impressive entry.

Thank you!


It's actually 100% 2D with parts that are made to look 3D.


The airplane is a series of sprites rendered from blender, and the trees are stacked sprites that are procedurally animated using some sine curves.

Thank you for the review!


For the airplane animation:

I made a simple plane in blender


Added some color with emission materials (so no shadows)

Set the background to transparent and the filter size to 0px (this removes anti-aliasing)



Then I dropped the render resolution wayyyyy down and rendered a few still images of the plane at different roll angles.

This is the raw render output.



In Godot, I animate the  texture property of sprite to switch between the different rendered images.


Hope this helps!

Very fun. Don't think it has the strongest tie to the theme, but an excellent entry nonetheless. The puzzle pacing is good. I never felt it was introducing concepts too fast or too slow.


Scratches the same itch that Portal does.


Great job!

Clever concept. Pretty fun to play.

Loved the art style.


Audio for footsteps and flamethrower was good.


Controls for moving felt off. I would have preferred it if it only took one key to move in the game's primary axis instead of two key presses simultaneously.

The jump felt weirdly linear as well. Made it difficult to time.

The character doesn't stick to moving platforms, so you fall off unless you move with them. This also feels odd. Would definitely like it more if the character's velocity was relative to whatever it was standing on.