Invisible mazes can be good fun. Reminds me of glass ones I've made in stuff like minecraft
Bunglar
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I'm looking for a team for the jam! If you're already part of a team and you're looking for art, check out what I've made below!
Here are some models I've made:
https://www.develteam.com/Developer/Bunglar/Portfolio/My-Models
And here are some game jams I was in (I made all the character models and animations) that were made in two days each:
https://aclips.itch.io/treasure-rush
https://itch.io/jam/gmtk-2023/rate/2160127
And last another game jam I was in (I made all the character models and animations, but also all the props and textures), but this one we had a full week:
Give me a shout if you want to work together on something!Suggestions? As far as what's here I'd say maybe halt all momentum when changing size mid-air because the jumps were a bit finicky at times.
As far as anything adding and improving things to make a bigger game (should you choose to do that) I can't really say anything specific. Just like any good puzzle game introducing new stuff like items, hazards, and mechanics in general as the game progresses to increase complexity.
Just got the extra secret bonus character.
Was not expecting them to be to scale. I CAN'T SEE SHHH
(Also never change this, it's really funny. A true handicap if I've ever seen one)
Also: I highly recommend everyone try using fodder-snake ball with the brain cage if you want a good laugh. The other ones with brain cage are still funny and all, but snake ball takes the cake.
Try putting them on hard mode on free race or try the NG+ cycles. I think the base game puts the AI on normal. It's also heavily map dependent, as the AI excels on some maps but can't hardly do some of them at all (Namely the forbidden woods and the clocktower race tracks they have a lot of problems)
Here's some bugs I found and a few complaints I guess
Beast Mode still doesn't work on free battle. The match starts but a beast is never selected so no one can get points
In Free Battle "The Hunt" doesn't work either. Killing enemies, racers or monsters, does not contribute to the score and again no one can get points.
AI seem very good at battling but fairly poor at racing as they often get stuck on things and have difficulty avoiding most track obstacles
--In the Forbidden Forest race track, the AI can't seem to get past the section with the consecutive jump pads. I see at least three characters dying there constantly until the match ends. The issue seems to happen anytime an AI racer gets turned around; once it happens they aren't sure how to get back on track most of the time.
--In the Clocktower race track, most of the AI were driving into a wall. Some were even driving backwards. They seemed more interested in shooting each other than actually racing
When point blank on enemies (literally touching their kart with yours) many attacks miss, shooting past their vehicle or simply not hitting them. Also ramming someone feels like it should do damage or at least knock them out of the way when boosting. Instead both combatants halt completely and have to slowly, awkwardly reverse to unstuck themselves. Would recommend adding a bit of bounce when two vehicles collide (maybe have a formula where weight difference changes how much they bounce; so two heavies would bounce eachother, two lights would bounce eachother, but one light would be bounced very far from a heavy while the heavy wouldn't move much). Bouncing off each other allows the combatants to get back to fighting faster.
And please oh please when doing a "Capture the Insight" game let me pick up the insight even when I'm holding a weapon already. Either have it replace the weapon, temporarily override it, or have some kind of option to drop your weapon with a single button press without needing to fire every shot one at a time.
All this aside, it's a very good game. Big fan.
You're not wrong. The initial plan was to have the kobolds feel different enough that you'd have to play differently when you die and adapt to your new situation. We were going to have the blue one have the highest dps out of all the kobolds by far and have an AoE, but also have friendly fire that could kill itself as well as allies so you would have to try to only shoot when the paladin wasn't near your allies, but we realized we didn't have enough time so we simplified it. The red one is the only one where you actually play differently sadly.
My team actually joked about doing something like this for the "role reversal" lol. Very meta but also pretty fun. I do wish the tutorial came in text form instead of voice though so I could skim through at my own pace because it's pretty long winded (the humor helped at least). Otherwise though this one was real good I like that I could change the move speed and desktop background and stuff; lots of customization
This has a lot of potential! Genuinely really enjoyed this, honestly would love to see what you could do with a full game length of this with more than just 48 hours to work on it. Messing with physics is always fun! I solved stage four and... uh... well it's A solution, but I'm not convinced it was supposed to be the solution. Maybe? I just made the concrete block into ice then grabbed it and just sort of carried it through the lava with myself on top of it lol. When i got to the other side I put the one item on the two buttons and made it back into concrete
The trick with the sword guy is to not jump. The sword hit has a lot of knockback, so you can kite him a bit while the other kobolds beat him up. I like to bop him one before he swings the hammer, back up to avoid it, then move in after he misses and do it again. We actually had to nerf the sword guy a lot because in earlier builds you could literally stand still and trade hits with the paladin and win. Honestly you can still do that because their DPS is pretty high and he gotta hit you 3 times to kill you