Nice little game with pretty art. I also used M+K and it worked fine.
ChePhan
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Thank you for your detailed feedback. While this game never was intended for a larger audience your replies make me feel like it was.
I took a week off from work to join the jam and since I hadn't finished a game in three years this was my main goal. But I also wanted to try new things so my list had particle effects (the bubbles), a shader (water distortion effect and oxygen bottle), music and more animation. So thanks for noticing the little things like the bin that opens.
The stucked sea creatures is a bug that though I had removed completely but from your description this is still an issue on the edges. Unfortunately I had 2 days before the end a glorious bug that would confuse the sea creatures so much that the game became unplayable. Fixing this bug required me to do a rewrite of some architectural parts of the sea creatures state machine. This took so much time off that I couldn't fix some other things or implement a proper game over screen, a pause menu or the five other creatures I originally designed but could not animate in time. I planned for cuteness overload having a sea cucumber picking up trash.
Thank you again for taking the time that was very nice.
P.S. : Right, yes, I'm from Germany. Keyboard layouts are weird and since I used to be a professional software localizer, I should have known that AERTY was a thing. I'll consider this for my next game jam.
Alright, this is a very interesting interpretation of the theme.
Since you used Löve2D I imagine that the light effects and AI weren't all that simple to implement and this makes it very impressive. You could have let the player enjoy a success sometimes though.
The other player was really bugging me and I felt haunted, even after the game ended he would let me be. Nice job.
Adding some information on screen regarding controls would probably have saved me one restart. I had to read the instruction on the game's page before I understood what I was supposed to do.
I was a little disappointed in the beginning but the game has some interesting strategy aspects and wins depth over time. Nicely done.
If you had added something for the rows too, like doubling for only odds or evens in a row, this would have even gone further.
Well the die is sometimes cocked but the placement feature give the correct amount so that's not a big issue.
Non-Lego-Splitscreen games are in demand. Very promising start for a game and impressive work for a game jam week.
Overall the game felt heavy and sluggish, the casting was slow and and you couldn't really aim. A more dynamic approach, ranged attacks and faster movement would probably created a more fun experience. Also the loading time was quite high for such a small amount of models and texture. Is that an issue with the web version or does it take that long also with the windows version?
Fantastic graphics especially the light effects in combination with the rough pixel art. You created a really good mood of desperation with the visual setup and the sound effects complemented that.
There were a few bugs (like when interacting with the food while walking would let the character continue to walk outside the room.
As a lazy reader the text was of course too much but I'm sure that there is an audience for that
Holy Cow, you did this in a week? Amazing!
the simple loop of planting, gathering and upgrading is quite addictive, the pixel art is beautiful and you even have a mine with a decent scene transition. The aliens keep you on your feet and hold up the tension. Brilliant. I envy you for the quality of your your game.
The tiniest improvement was the click range when harvesting. That felt odd sometimes but we're talking QoL at the last 2% of perfection.
So I might have encountered some technical difficulties, again proably because I'm playing on a 4K screen. Unitys UI has some issues with that if you design for a smaller screen size.
I have a hard time opening the market/backpack due to some offsets of the clickable area but more importantly I have no text in the dialog boxes so I can't read what the community desires. Also I think the colliders are slightly set off.
From what I could see, it was a really good start. I liked the mini map and the interpretation of the theme, If you want me to rate the game, I'd be delighted if you can re-build it with a resizable window or as a web build. Just upload a secondary project to itch an link it here.
Impressive work for one week, even if you used some assets. Those rocks are true beauties.
Even when using the vehicle (and its availability also is pretty impressive), the area is too big. Well maybe not to big but too empty to catch interest for people in the jam. In my first try I walked to the crater by foot and it was quite boring.
So yesterday I was super tired and when playing the game I really did not like what was going on, especially the long delay when starting the game (the progress bar freezes for about 15 seconds).
I did not rate the game then because I though it might be unfair to give you a bad rating because I was tiered and so I just tried it again and it was much more fun. The ghost model and the player cape are really well done and you have a couple of nice shader/particle effects. Visually exceptional.
The gameplay itself is a little simple (and I still don't understand how my ghosts friend fight) but due to the progression of the enemies still entertaining. The player progression system is a nice idea and depending on the playtime could get interesting but for the time I played it didn't really became relevant.
How did you get 128 people to rate with a download game? My fingers are bleeding from play testing and I did not get a 1:2 ratio on rating&commenting.
Impressive little puzzle game with a (in a good was) sad mood background music. Here and there it is a little buggy with the collision detection but overall a solid result.
So this is a cute puzzle platformer. The idea of having two different characters helping each other is a popular choice for this theme, well done.
What would have helped me understand the mechanic of limited switches earlier would have been a message saying "no more switch power" or someting when trying to switch. At first I thought the game bugged out.
You would have gotten more ratings with another title screen that shows more of the game itself. The heart is to generic and while it stands out the viewer can't image what this game is about.
"Safety reached" ... proceeds to descend into a creepy tomb.
The level design was awesome, I desperately wanted to interact with all the decorations and strive from the path to explore and find hidden secrets. Especially the tomb was well done with all the stairs and doors.
The gameplay would have been even more exciting if the orb would loose power (and thus light radius) and would have needed to be recharged at the pylons.
Thank you for taking the time to write such a detailed feedback. Much appreciated.
Here are some things on my "if I have time left i will implement"-list:
- rotate the character when diving up- and down
- Fish getting tangled up again when hit by garbage
- way less oxygen but a refill station
- sound effects / victory music for freeing sea creatures
- more skins for garbage and sea creatures
- underwater scooters for brief speed boosts
- fix the hole next to the trash can rock
- more levels
- animated bag with fill progress bar
- Improve delivery animation
- Display message when you're in interaction reach with fish/garbage/trash can
- SHARKS
- learn how to properly skeleton-rig the main character
Now, I probably won't have the motivation to do all this when the jam is over
Graphics were what drew me here and it didn't disappoint. The gameplay is cute and the tutorial was funny.
I don't know if it was a bug but I hit a lot of invisible walls and they seems to spread the longer I played. I had to reload the page. That did not disturb the immersion into the pretty cool pixel art style.