I agree with other commenters, that a tutorial is needed. Sadly couldn't really figure out what to do :( I enjoy the style and the music though!
behrendt
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Very nice idea! I liked this game way more than I anticipated. Placing the blocks was intuitive and fun and I think it's a really nice mechanic and felt very engaging. One thing that surprised me though and I would be interested to know - when resetting to a checkpoint or restarting the level the order of the available blocks changed. From my intuition I would've expected every level to have a fixed order of blocks. Was this an intentional decision?
Contrary to previous comments I felt the player control was perfectly fine :) Great job! Congrats!
Wow, really cool idea! I agree with previous comments, that I would've found it better to have the countdown timer integrated to the UI - personally I would even feel, that this would help your intention to create more stress, because I would always try to gather as much resources as possible now and come back at the last possible second. Now I'd rather return early and safely, since there is no penalty for that. I was also surprised to see that upgrades don't carry over the levels. All in all I feel this is a very unique and cool idea, which could be elevated by a few tweaks in game- and leveldesign. Great work, especially considering 48 hrs. Congrats! :)
Ah damn, sorry to hear that. I didn't have the time to make a native Linux build, as I've never done that before, so I wasn't really sure what it would take to do that. But I will absolutely look into that in the future, as for personal reasons I also want to try it on my SteamDeck. Thank you so much for looking into it anyways, and sorry again :)
I think the idea of a snowball growing in size is a great one! I agree that with HandsomeLads, that this isn't really well communicated to the player. Also I didn't really feel in control of what was going on. I'm not even sure what my goal was - was my goal to reach the hiker, or is it to stay alive for as long as possible? I would've assumed it's to stay alive as long as possible, but then a distance metric would be the more efficient way of telling the player that instead of time. I hope this doesn't come across to negative, because I genuinely think you can make a lot out of the idea of a growing snowball. :) Congrats on the good work! :)
Interesting to hear that feedback - most people have been reporting otherwise so far. Do you mind me asking what resolution your monitor has? I'm not 100% sure if the function I used to get the mouse input is dependent on the resolution or not, so that would be very interesting to know. And thank you so much for your feedback - I'm glad you liked the idea. Will be checking out your submission later on :)
Thank you so much for the feedback <3 I agree, should've been more clear on how the controls work. Maybe I'll add it on the itch page - the whole intro stuff was made in a rush towards the end, and I was just happy it worked and I didn't brick anything :D
Regarding filesize - yeah I was pleasently surprised. I watched a tutorial on that, but there wasn't really anthing new to learn there - strip all unneeded plugins, don't package Starter Content, only package whitelisted maps etc. - what also helped me certainly, is that my biggest assets were like 96kb wav files, since I only used basic engine shapes etc. :D
All the best to you too :)
I really liked the style of the game! The mix of 3D and pixelation works really well for me. I agree with the criticism of the UI though. Also I wished there was some mure juice like hit flashes, camera shakes - I think that would add a lot to the whole franticness. Will surely play a few more rounds to see what the best tactic is. Great work!
What a great idea! I love games that involve the player in this way. The uncertainty if you will become hero or boss also adds a nice layer of thinking about the whole thing. Favourite moment was me being so proud of the level design, then proceeding to press the wrong button, make the boss a tiny ant with light speed, and then frantically trying to escape him. :D
Great job!
I reeeeeally like this idea and the concept. I think you can make a greate game out of this with a bit of tweaking! Right now I think it's a bit too random which makes it frustrating (or maybe I'm not getting something) - but without knowing where enemies will spawn and the random amount of defense cards it feels like its basically pure chance if I'm able to win a round or not. I also agree with earlier comments - I feel this could work really well with deck building!
Great job!
Really cool concept! The idea of combining those two is great and I see a lot of potential here. I felt the physics could've been a bit snappier, and the shot mechanic didn't feel really satisfying to me. Maybe look at other pool games? A projected trajectory of the red balls would also be really helpful. Had to stop playing after hole 2 because the camera made me feel a bit wobbly in the head. I hope this doesn't sound too negative, because I really think you have a great idea and with a little bit of polish this could be great! Congrats! :)
I think the idea sounds super interesting, being able to construct and customize your own towers. Sadly though I somehow managed to crash the game during the build phase every single time I tried to play it :( After finishing 2 towers besides the first one, somehow even though I didn't click it at all, the first tower would automatically convert down to a single tile "Heat Tower" and after that the game crashed for me when I clicked anything. Maybe I'm doing something wrong? Anyway, the idea sounds great :)
Really well made and beautiful game! The style is obviously superb. After I reread the description and understood that the customers always want all the products everything went pretty smooth and I was able to finish the day. I think gameplay wise there is a bit left on the table. Maybe make your scale be able to weigh multiple products simultaneously? It could be an intentional decision the way it is, but I found that hindering. And maybe customers could have specific requests? I don't know :) I feel this could be a great little gem with a bit of tweaking, but it's already really good considering it's a game jam and the timescale. You did a great job! Congrats!
I agree with the previous commenters. The idea is great and you obviously know what you're doing seeing the level of polish the game already has - but I think it's to difficult right now. Maybe try making the platforms a bit wider and stretch them out a little further. For me the game was basically over once I wasn't on the highest note, because then my jumps mostly would collide with the edges of the next note, since the spacing was so tight. And maybe implement a life/health system. I was really proud of getting into the groove, but once the enemies started spawning I had no chance anymore :D
All in all super cool idea - I think if you tweak a little bit here and there this could be really great :)
Great job! There are a lot of interesting mechanics you explored - though I have to agree what others have said - you get introduced to them very quickly, before you barely had any chance to use the one you just learned. I also agree with that the placing of checkpoints needs to be more lenient to make mistakes less punishing.
I think if you put more focus on fewer mechanics and make failure less punishing you got something going here. In the instances when the mechanics clicked and I got into a flow, this was great fun!
Really creative theming for a platformer. Those hair folicles are really disgusting in a good way :D At one point I managed to get stuck, because an enemy was able to leave its platform and walk on my head, and from there on out I couldn't jump anymore and the enemy was stuck on my head.
I agree that some more uniqueness in the mechanics would set this apart more. But reading and considering the problems you ran into you did a great job!
Can agree - I'm also very bad at multitasking. I really like the style you leaned into and contrary to your opinion I think this fits the jam theme perfectly fine! I think the idea in principle is simple and elegant, but held back by the controls a bit. And maybe also by our feeble minds incapable of multitasking ;)
I really quite enjoyed this one! I liked the art style and the music was chill too. After getting to grips with the platform mechanic I was pleasently surprised at how much fun I had. Only trouble I had sometimes was judging at which tiles the ships will land when they are higher up. Maybe this is intended, if not maybe some sort of ground indicators could help with that.
Great job!
Cute and relaxing! It took a few moments for me to fully understand the mechanics of the image refresh, but once that clicked everything went fine. In the beginning I felt a bit stressed because the new hints were dropping at a real fast pace. But all in all I think it's a nice twist on the genre and I think it has potential!
Thank you so much for playing! I will explore some more input options in the future, as I really would love to test this on the Steam Deck also. But I'm worried how different inputs will affect difficulty so for the duration of the jam I purposely focused on one input method only.
Same goes for additions to the gameplay. I've had a few ideas, but due to the time restriction for the jam I couldn't explore them for now.
Maybe I will expand on this in the future - I dont know yet :)
Will check out your submission tomorrow <3
Thank you so much :) I'm glad you enjoyed it. And 55 actually is really good, at least from my perspective - I too always start to struggle around that mark. Would love to see if other people manage to get farther though :)
Working on the music & scaling was a lot of fun! I've never worked with Unreals Metasound before and was baffled how quickly I was able to get decent results - without much of a musical background whatsoever. There were some tutorials that helped a lot and I was just scratching the surface. Very powerful stuff!