Hi Pal! We worked together for the GMTK 2023 jam. The art style you guys went for looks pretty nice!
cachandlerdev
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The lore reason for the wall running is that the hangar is normally a zero-g environment, but the gravity machines aren't working properly and BSI Industries still needs you to hit your shift quotas. The real reason is that when we started development, the two programmers on our team decided to split the work, with one of us adding fun parkour movement and the other adding the ship building. Later on, we realized that there was no need to parkour if the player could just walk around the ships, so we decided to remove the floor and go for a star wars-esque chasm station where you've got to wallrun around. XD
We ran out of time to expand on the tutorial, but I think I'll add an "Instructions" section to the itch.io page.
The visuals, music, and sound effects fit the theme of the game quite well. If I were to give two critiques, it would be that the cost of each plant should be displayed below their buttons (so you don't have to hover to see it), and that there should be an easier collection mechanism to help out my poor index finger. Overall though, this seems like a nice relaxing idle clicker game.
This one's hard to rate because like you said, it really is more a proof of concept than a full scale game. What is there is quite impressive because I'm guessing there was a lot of physics involved in designing the ship movement, and I can definitely see something like this being turned into an interesting game in the future, but unfortunately there just isn't quite enough to it "as is". A multiplayer spaceship shooting game with these kinds of mechanics would probably be pretty interesting though!
Yep, there's a bit of truth to that. The tutorial popup system was written from scratch 30 minutes before the submission deadline after we realized that the whole ticket board + contract system was somewhat unintuitive. As for the identity crisis part, yeah, we realized a few hours before the end that the two mechanics didn't mesh together as well as we had originally hoped, but chose to stick with it through to the end anyway and make the levels simpler. :)
Yes, we didn't have quite enough time to flesh out the ship building aspect of the game, so some of the parts don't attach right. As for the theme, our take was that the size of the ship chassis can scale up between shifts, and you have to manage more contracts at the same time in later shifts. Plus, you're building spaceships, so we thought that was big enough. :)
This was an interesting take on the game jam idea. The art looked really good, and the sound effects matched everything nicely. My only critique would be that the default control scheme made it somewhat tricky to quickly scale the characters up and down mid air while dashing, but overall everything (especially the animations) was very well done. Good job!
This seems like a really nice take on the game jam theme, and the execution is very well polished. I love how the board continues to scale and how there are certain combos that can be super effective like combining the venus, saturn, and jupiter balls to get lots of points. I can definitely see this being a fun multiplayer game if you guys chose to keep working on it after the jam!
This seems like an interesting one. Everything seems well polished, and my only two critiques are the lack of a tutorial (beyond the how to play text) and the lack of sound effects when attacking. Aside from that though, it seems like a neat entry with a lot of depth to it!
On a different note, I do wonder where all of the Tetris ideas came from for this jam. Not that there's anything wrong with Tetris, but I'm somewhat confused as to why so many people came up with the idea of incorporating Tetris elements into their games. XD
Tetris is always a classic, but in the future I would recommend packaging an exe version of the game (perhaps with pyinstaller? not sure) because I doubt most players will want to install python, add it to their environment variables, launch a terminal, and run the main.py file if they don't already have it installed.
Congratulations on your first ever game jam! My recommendations are similar to Fryvan's. Generally speaking, you want to make sure and add some kind of basic sound effects and music to the game, and some kind of win condition. But this is what game jams are for. You learn how to quickly prototype and if it doesn't turn out great, you can always forget about the idea after the jam and start anew next time. Good luck on your future games!
Honestly, I didn't expect to play the game all the way to its end, but this was a really fun one! The visuals are great, the bits of story throughout the world are nice, everything seems well polished, and the game has a super creative idea. This was one of the best games I've played so far in this game jam.
This was a fun little game, and I love how the mechanics scaled in difficulty over time to keep things from getting monotonous. The music and visuals suit the game very nicely, and everything seems well polished. My only gripe was when that blasted wind switched directions right before the ladder landed, but overall I liked this one quite a bit. Good job!
I really like the changing scale platforming mechanic in this one! My only two critiques were that the music didn't got pretty tiresome quickly, and the controls for growing and shrinking (pressing X and C) didn't seem very intuitive. The visuals were great though, and I could see this one being a fun little platformer if more mechanics got added!
You know, at first I was going to leave a 3 star review for not following the theme, but then I just realized you're SCALING the camera as you level up and realized that that was a GREAT idea in the creativity department (definitely 5 stars there). The game is a bunch of fun to play too, and the art style reminds me of the old .io games I used to play as a kid. Great job!
The movement is a little rough, but overall I want to say congratulations for making a game solo in 96 hours at your age! I started when I was a few years older, and since then have had a lot of fun learning about programming and collaborating with other game developers. Keep sticking with it! I also recommend joining a group for future game jams, because they become a lot more fun when you can talk to people with similar interests and come up with interesting ideas together.