I don't know how I did it but I maged.
I probably fell down 200 times.
I see the vision, although it failed in the intuitiveness I think it still have a potential. Just gotta get the balancing part intuitive I believe. Maybe I was super dumb to not to understand it but I felt no control over it.
( I did max my horizontal sensitivity to be able to play the game which is a known bug already)
Brainoid
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Not being able to fix the major bugs in the game only because a voting phase is ongoing is unacceptable imo.
I have a bug that prevents people to use the settings menu. And that's not doing anyone any good to have it like that.
I could fix it in 5 mins and release a fix, then add a changelog of what I've changed so people know it isn't a huge change.
Or, the game Oscillator could add lives to their games for a post jam version, so I could enjoy the game better. Now I only tried it a few times and I had to move on without seeing their content.
It already isn't a fair game because not everyone is spending the same amount of time. People are busy. So, I really think locking the build uploading doesn't solve anything at all.
If this is about because the jam has a PRIZE. Why does the jam has a prize in the first place? It's all against the spirit of jamming.
I hope you will consider not having the uploads locked next jam, it is kind of a big deal breaker for me.
Thanks for hosting and CHEERS!
Sadly I don't understand what I should do at this point and tried 8 times, even recorded my gameplay and looked at the footage but nope, I don't understand it. It doesn't feel intuitive what I should do here.
Amazing graphics and nice music. I really wouldn't call it a rhythm game though, it's based around music but you don't take action on the rhythm at all, at least the portion of the game I played wasn't played like that.
And permadeath for a gamejam probably will only prevent people to see the content you made. I don't think it's ideal for the gamejam. I don't think it would take anything away if you at least had a few more lives or smth for the sake of the jam.
Even though I didn't play it well, it's still one of the best entries in this jam. and it has great potential!!
First of all, where's the SFX? hehe
As others said, starting speed :|
None of my lights aligned with the enemies in the first 2 runs which is not a good experience. Rest of the game was butter smooth. This game leans more towards chill incremental side of thigns which conflicts with the tower defense section of the game. If there's a tower defense mechanic at the core of the game, I personally prefer more challenge. But yeah as a demo, I think it proves that it has some potential even though it might need some radical changes here and there. Also, GOOD JOB TREVRON!
Hiya! Finally had the chance to try out the game. I think once you get more content in, it will have great potential.
- When you're not used to the controls and trying to figure them out, it gets a bit difficult to understand how to jump across the corns in the tutorial. at least, it was for me. I was pressing space and then pressing W hoping to go forward mid-air which is not what I should be doing. Not sure if it would solve it but seeing something like this could help maybe:
If it was a puzzle game, I'd be fine to discover how the mechanic works on my own. Though in this case, I think the onboarding should be super fast. First 5 mins is ver important, otherwise I feel like players will miss the actual fun aspect of the game.
- I definitely want a mode where you restart and lose all the coins you collected. For the real RAGERS!
- I'm pretty sure you'll come up with lots of different fun mechanics but here are some I thought of:
- Bending corns. Bends a little bit when you land on them and then throw you to the opposite side.
- Panic chicken. when you touch this one, it alarms all the other chickens around it and they get faster for a few seconds.
- Spiky chicken(shit it sounds like spicy and it's not good), if you touch it you drop one of your coins and chickens can pick up a dropped coin.
- Flying chickens, hit you mid-air changing your rotation.
- Baller Chickens. passing the coin between each other, annoying bastards.
Looking forward to play new versions! Good luuuck!
It felt awesome when I sniped the tiny head on the car from the very left of the screen but then I realized I'm doing better just fighting them right on the edge of the screen on the right. that strategy got me to 1:30 min smth I don't know exactly because it doesn't show me my score when I die I go back to main menu
Good job all! Just be proud of what you've done no matter where you ranked. Although Dune Keepers and many other games deserved their ranking, there are many games out there got overlooked or got rated by wrong people. If you believe in your game, develop it further, many successful games out there didn't make in Top10 in the game jams they participated in. GG!
aye I'm already watching the streaming. here's my game https://itch.io/jam/brackeys-12/rate/2973872
Hey peeps!
We added co-op multiplayer up to 4 players. New rooms, new enemies and proximity voice chat!
We really enjoyed our time making this game and playing your games.
See you in the storm! https://itch.io/jam/brackeys-12/rate/2973872
Hiya! Here goes our single player Lethal Company-like but singleplayer game: https://itch.io/jam/brackeys-12/rate/2973872
Working on a multiplayer post-jam versino atm ^^
hey. Thanks for the detailed feedback. Theme is built around the curve of monster spawns. you search the area without any monsters and the spawn chance gets higher and higher and when it's midnight anomaly storm starts and spawn chance is multiplied by who knows what :D
But yeah, if it didn't translate to you, maybe we failed the theme... Personally, if a game is doing a nice contrast between calm / manic, the theme is fine but I respect opposing ideas.
I am working on a post-jam version where things get.... MULTIPLAYER ^^
I made it to safety! Altough I never felt I was in danger :)
Like others said in the comments, I also first failed to create a boat and sailed with nothing at all, nothing was hitting me ofc so I thought game bugged out I restarted it but I was actually winning the game that way too. Then I figured out how to build the ship, and sailed again. That wasn't a challenge either. Dodged a few barrels and wreckage, then found out I can just leave the screen on the sides and obstacles just fly through.
Having a build and then sail phase is a neat idea but I'm not sure about the implementation. I liked the visuals except some of them looked like you scaled them up or something so resolution was low for them.
Dock's topdown and characters 2D view was weird :) but it wasn't a huge issue.
Thanks for the entry. Hope to see better implementations of your great ideas!
thanks for the detailed feedback <3
I agree we could explain you need to combine top 2 into 3 and match it with 4th.
Considering the huge scope of the game, we ended up not finishing many things. But we're still proud of what we've got.
Making a multiplayer post jam version, I'll make sure to have it explained properly!
Thanks again!