Awesome job with the IK, super impressive!
Cilmering
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I liked the character special blur ability and the use of water in the platformer! However, I would recommend lowering the gravity as well as perhaps implementing some sort of coyote time, as the extreme gravity meant that timing jumps and wall jumping were very difficult. If this wasn't the case for you, I would check to make sure that the player's movement is not tied to framerate.
Sure thing!
My OS is Windows 10 Home, my processor is AMD Ryzen 7 4800H with Radeon Graphics 2.9 GHz, I have an installed RAM of 16 GB, and its a 64-bit operating system. Not sure what other info might be helpful!
As an aside, I went ahead and also tested the game using another laptop, and the game worked perfectly on the second laptop! The second laptop's OS is Windows 11 Home, its processor is AMD Ryzen 5 5500U with Radeon Graphics 2.10 GHz, it has an installed RAM of 8 GB, and its a 64-bit operating system.
Do you think that the problem may be with the OS? Maybe for whatever reason it works properly using Windows 11, but not Windows 10? That would kind of line up with why whether somebody is able to get the damage to work properly is 50/50, I'd imagine its about 50/50 whether someone with a windows OS is using Windows 11 vs Windows 10.
I loved the look and movement, and the story was hilarious. Unfortunately to begin with, I was one of the ones who for which the game didnt seem to work properly (Couldn't take any damage or deal any damage) and I know that this isn't an issue for you, so I decided to do a bit of bug testing. I noticed that actually, I could get both taking damage and dealing damage to work properly by simply hitting myself with the grenade launcher explosion once - For whatever reason, hitting yourself with the grenade launcher makes something magically tick in the game's logic that makes it so you take damage and the enemies take damage again. Of course, once I had the grenade launcher, I was in the final level, and there was no way for me to go back to a previous level, but hopefully this information helps - I would start by looking at how exactly the grenade launcher's self-explosion damage works in comparison to other weapons and why the grenade launcher in particular may cause this sudden "tick" that causes the game's damage systems to start working properly again. I guess that worse comes to worse, you could brute-force a bugfix by hitting the player with a grenade launcher explosion at the very beginning :) Let me know once you think you have solved the issue, and I'll happily give it a bug-test again to see if it runs as it should on my computer!
In any case, I saw how the game was supposed to work from your presentation and I found it just generally very impressive! The only recommendation I have is that given the excellent movement, it would have been great to see a little more verticality in the levels (there was a bit of this in level 2 and the final level). All in all, very well done!
The game is a lot of fun! The controls are tight and the platforming can get challenging! Furthermore, I love the use of the game jam theme. The only thing I would personally recommend is that the theme may be more impactful if when you died, you respawned in the alternate level at a similar location to where you died, rather than a designated spawn point as is the case here. As it is, the first goal is simply to die to get to the version of the level that is completable, while having you respawn near where you died in the alternate level would give death that requirement of skill since you could play around with having certain tunnels open in one level that are closed in the other, and vice-versa.
I'm very impressed by the game, especially its look and feel!
Great job! Herding the cattle felt a bit clunky at times given that they would glitch a bit when pushed up against walls or against other cows, but I enjoyed the concept and the idea of maneuvering your character correctly to drive the cows in the right direction. I'll note that I was a bit confused as to when the use of the theme would come in, as it felt like neither themes were incorporated as a core part of the theme or mechanics. I think it was a great idea overall, but it could use better integration with the game jam theme (Though that may also just be because I'm a stickler for having a jam's theme be core to the concept of a game :))