Glad to hear it! Thanks for the kind words!
CaptainRipley
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Cool little game! All the pirates look super cool, and I think it's interesting that crafting ties in with the turn based options. It gives narrative significance and mechanical significance to plundering, and makes it so that difficulty can scale depending on whats dropped. I think music would have gone a long way, but very cool proof of concept overall.
Really nice character controller! The camera system is also nice, and the character's movement feels really good. I do think the jump and double jump feel a little short, but overall its really solid. Having struggled to get moving platforms to play nicely with my controllers, I was particularly charmed by the ferris wheel. Nice job!
While I think the boycotts were doomed to fail from the start, it's disheartening to know that people have so little regard for each other that not purchasing a video game was too big an ask.
This is rad though. Nice job on everything and putting a funny spin on so much of the discourse around this whole thing.
Tried it in a different browser and it worked! I'll leave my thought
Good job with this, the upgrade system is my favorite thing about this project. Upgrades come quickly and there is a lot of variety which is nice.
If I had to critique something it'd need to be the visuals and the movement. The background, foreground, player and enemies are very visually busy so it can be overwhelming visually. The movement felt really sluggish, some tweaking here could go a long way.
Nice job overall!
Thanks! I think this is super valid feedback, I wrote the bug down to maybe fix later if I revisit this game. About the left and right boundary, I tried to do a unintrusive thing where there is planet in the background at the right, center, and left of the stage to show aproximately where the boundaries are. They are different colors and sizes in the hopes of being distinct enough to show where you are on the map. Obviously that didn't work out great, so I think I'd need to just go back and add clear lines that pop up when you get close or something.
Thanks again! I'll keep your critique in mind!
I like the idea of sort of killing 2 birds with 1 stone by adding a simple visual trick that also adds story/theming to the project. In defender, the arcade game that inspired this game, you need to defend little dudes from aliens. I think your suggestions would mesh well with what I have so far. Thanks for the feedback!
Thanks for playing! I totally agree with all your nitpicks. The middle number is how many enemies are left in the wave, but you're right that it isn't clear nor stated anywhere.
I did the visuals myself with the exception of the spaceship 3D model; I used Kenney's space asset pack. I gotta go back and add some credits.
With some of these positive comments, it does make me feel like it'd be worth it to come back and add more stuff. Thanks for the kind words and thanks again for playing!
Oh jeez, you guys nailed it on this one. This has got tons of juice, tons of polish and is really replayable. Just a great job!
The transistions are nice, the sound effects really fit and are satisfying, and it just nails the casual mobile game genre. The power ups change up gameplay nicely, and the pace is really fast and satisfying.
If I had to critique something it'd be that the pace might be a bit too fast to really justify using a powerup because it's almost like using a power up makes me mess up just trying to use them and then adapting my pace to them.
That being said, If you added a global score board, this could honestly go up on the app store right now or be sold to a gaming website. Really good work on this!
This game makes me so jealous lol
Great job with this! Like some of the other comments, I wasn't able to finish due to the 6 card bug, so I'll just comment on what I was able to see.
I like a lot about this project, the art, the transitions, the types of cards (riposte is sweet), the variety of tiles you can land on, and the cat and mouse theme are all wonderful. It's a very nicely done project that I can see easily being pushed into a full game if added upon.
If I had to critique something it'd be the colors. They are all really really saturated, if that's what you wanted then forget I said anything. I just think that de-saturating certain colors like the green in the grass in the overworld would help keep things from getting noisy and also help you draw focus where you most want it. That's not to take away from the very charming pixel art work here.
Really nice job on this!
I like the chill music and the particles effects. I think you nailed the type of hyper casual game you were going for. I think having explosive bubbles and a constantly changing color of bubble to avoid is a good way to keep the player engaged.
If I had to critique something it'd be the UI and colors. Some of the text is misspelled and clipping and certain things aren't centered. I'm terrible at making UI's so I'm really just nitpicking with this >_<.
I do think a stronger color palette could help this type of project though, the colors right now are totally fine, don't get me wrong. I just think a strong palette could help the over atmosphere and give a really cohesive feel.
Nicely done with this though! It's cool that it works on mobile
Having played wordle, these are my thoughts in no particular order
Nice sound effects, I really like the drum roll before the reveal.
The tiles flipping is nicely done and the overall look is clean. Great job with the UI and UX
Love the wanted list, wish I had been able to add it to my jam entry lol
If i had to critique something, it would be that there could be a need for something to switch up gameplay. Obviously Worlde was a daily word game so the challenge is in guessing the word. Since you made this number based, I like that you added rounds, a timer, and a high score. Those additions really help justify the more limited amount of inputs a player can make (0-9) vs the entire alphabet(26), but I think there is little reason to change strategy once you know what you’re doing.
Overall, great job on this, really nice entry to the jam :)
This was pretty cool! The character and their animations are nice and flow well. Looks like they even have IKs in the feet, which is super cool! The hacking into the enemy is really interesting, I wish you could have worked on this longer because I would have loved to have seen where you go with it. If you wanted to push this further, I think the hacking should become more central and expand into platforms and doors which would mean the player is alternating between the hacking and movement mechanics to progress. Good job on this! The movement is really fun to mess around with.