Computurtle
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Totally agree, I guess when we ourselves playtested it, we knew the most correct answers and so the timer felt fine, it was only after the submission when I got my brother to play and realised how short the question timer is, especially compared to the maths one. Glad you *enjoyed* our math QTEs ;) sometimes they are fine (19 - 10) and sometimes they catch me off guard (26 + 17), think it's just too many 1s to carry XD.
Feel free to keep an eye out as we plan on releasing a post-jam patch to both fix bugs and add way more features including more minigames, potentially difficulty selection and a lot of nuance changes and improvements. Any and all suggestions are welcome :)
Funnily enough the end result faux gravity wasn't as impressive as what we originally had, but that combined with the solar system and main gameplay (gunplay and enemies) made for some interesting "features".
Ideally me and Tim would like to go back and finish this game how we initially thought it would be complete, and maybe a little extra. With this post-jam patch, I personally hope to allow the player to move freely between planets, either launching from pads or in a spaceship. Moving multi-body faux gravity should be far more impressive then seperate instances of singular-body faux gravity, just stay tuned ;)
The first thing I will say, unless I missed it, this game needs more instructions aha.
After the first failure I realized the power cell situation, the second time I realized the repairing situation. Maybe it's the lack of instructions but this game is really hard! I would to see you beat it :P
The reflections on the floor would reflect through walls etc which I always prefer to just remove or fix, the screen shaking sometimes made it annoyingly difficult to click on the small items and buttons etc. Thats about all I can say negatively, fun game none the less to play around in and try win :P
This is major step up from the original version so congrats on that! GG
This game is retro asf and I love it!
The animations and visuals of this game we're so good, I have nothing bad to say about that section. I loved the way you drifted around as each black hole slowly pulled you in, speeding around and whizzing by black holes was so much fun. You really made the gravity apparent, much like in real life, no matter where I was there was always one black hole pulling me closer giving me brief moments to relax. Just a great little game well done.
I did however spawn on top of a black hole once as well as sometimes energy spawning on black holes, there could be better indication for when the engine is about to overheat, perhaps flashing somewhere or puttering of the engine. May have been nice to include a way to scan or find the nearest energy, just a thought. I'm not sure if it was intentional but I did find a good amount of energy clumped really close together, if its like ore when it is found in veins then that makes sense.
Honestly this game was very simple but great, you did a lot really well and there isn't much to complain about, besides my couple nitpicks. Excellent feeling of gravity! GG
Very interesting game all together, I don't know Construct 3 so I won't worry too much about technical details.
The objective wasn't immediately clear, until I read the controls and pressed space, then it became kind of obvious. However past that point was just sheer luck, much like Blazing Sword Entertainment said, a more clear goal would be great, or even a subtle but easy to understand goal, there is a lot of ways to show a player they are advancing in the puzzle or doing well without a single word, just SFX. Speaking of which I loved the SFX aha, "homemade" impression SFX always win me over though :P
Above all else it was still enjoyable, although I wasn't able to complete it, I found the 5-10 mins playing around interesting and fun, and that's all a game really needs.
FYI I could pull things from 1 dimension to another as well, looks like a bug crept through the cracks.
Cheers for the feedback, I am glad the controlling felt responsive as that was one of my main priorities.
We seem to have struggled to find a sweet spot between too easy and too hard, we got a close as we could and I am sure with more time to tweak timing and objects etc. we could have a really enjoyably hard infinite runner. We could start by increasing the max speed the player can reach but that comes with a slue of different problems :P (inside programming related malarkey).
I am glad the themes seems to have resonated well with you, the ambiance and animations etc. we're some of our proudest sections among some other things.
On behalf of my team I am glad you found the good of the game and enjoyed yourself! I know I will be sure to check out and rate yours :)
Theme (Falling Down): ★★★★☆
Theme (Apocalypse): ★☆☆☆☆
Gameplay: ★★☆☆☆
Graphics: ★★☆☆☆
Audio: ☆☆☆☆☆
It's clear you didn't get to finish this in time I assume so I wont go on too much about whats broken, I am sure you are aware XD but one thing I really liked was the way you go from one level to the next, all I knew was I get to the other side and once I got there on the first level I just jumped and went for it, to my surprise the camera caught up with me and I was on a new level, it was a great surprise. That style of level changing is super interesting and was the best use of the falling down theme of the games I have reviewed so far :) Good job Dale and Tim.
Theme (Falling Down): ★☆☆☆☆
Theme (Apocalypse): ★★★★☆
Gameplay: ★★☆☆☆
Graphics: ★★★★☆
Audio: ★★☆☆☆
For starters, the fact you did this yourself is super impressive, so don't think I didn't enjoy the game cause I did, but a couple things :P
The theme of falling down to me was not apparent, and if it was meant to be the fact that you platform up 2 buildings and back down I guess then it was a very simple way to convey that but I feel you could have done better for that theme, however your apocalyptic theme was really good, from level design to the spaceships in the background, it was easy to feel like I was in the world, I assume it was some sort of alien invasion or something so I guess the type of apocalypse could be more clear. I won't bother talking about the player controller as I know your forte isn't programming. To begin with I had no clue where to go, I saw a box behind me and tried to "break the game" and jump over the wall only to find more level, it felt odd to have the level go to the right to begin with so I checked the other way just to be sure, so it wasn't very clear which way I should go or why. Same with the boots and the gun, once I got them I was sort of confused on what to do next. Overall you did a great job Mitch, well done!
Theme (Falling Down): ★★★☆☆
Theme (Apocalypse): ★★★★☆
Gameplay: ★★☆☆☆
Graphics: ★★★★☆
Audio: ★★★☆☆
Theme (Falling Down): ★★☆☆☆
Theme (Apocalypse): ★★★☆☆
Gameplay: ★★★☆☆
Graphics: ★★★☆☆
Audio: ★★★★☆
Overall it was enjoyable but I found it didn't really explain the apocalypse I just assume they were zombies chasing me in part 2, and it felt more like "Fell Down" instead of "Falling Down". The ambiance with the lighting and audio really helped sell the mood, the skybox could have been higher res but still contributed to the ambiance :P The graphics we're simple but its a jam so no real faults here but nothing spectacular. The main issue I had was the gameplay, although it was short I feel part 1 could have used a checkpoint as some of the sloped jumps felt wonky and for part 2, I feel it was far too long, spend 75%+ of my time in part 2. Mostly due to getting half way through the maze without seeing a single enemy, and then finding a conga line of them all at once XD. I then subsequently died and had to restart the maze. After getting back to the enemies I just walked right past them as they all hugged the wall and then after that they weren't much of a threat. It was also weird have enemies show up in conga line waves like that.
For a game jam it was enjoyable and the simple yet effective look of the what I assume are zombies was great, I instantly knew that was a bad guy aha. Good job Ashley!
You are totally correct, giving them AI would defeat most the fun and would result in just a spherical version of those 2D side on castle defense games where you just keep sending troops after troops, I guess it just felt like it would be nice since the game was so hard, but again I understand why it was difficult and i like how you are making the player choose when they leave, giving them that guilty thought to deal with, poor block people.
One thing i would consider when you re-balance the game, although it may take away from the whole idea of having to leave, but forgetting that the theme is leave something behind, it doesn't feel satisfying when you leave, maybe relaxed since you can take a break but I didn't feel like i accomplished as much as i could, of course this games intention is to leave so maybe this style of game just isn't enjoyable for me, but it was interesting how it made me feel when I "finished" a round etc. I dont know just some food for thought.
In the end it was a wonderful submission and still enjoyable, considering how many people actually submitted compared to the amount that joined, I appreciate the effort you made to submit this game, +1 from me and I am excited to see 1.1 :)
Cheers for the feedback, yeah trying to make such a technical physics character for my first jam probably didn't help :P We plan to come back to this game after the jam and address most of the issues raised in the comments, I want to completely redo the character controller etc.
I'm glad you enjoyed the parts that were playable :P will take all this into consideration when we continue working on it.
I appreciate that this game is difficult which forces you to abandon people, but I found it just overwhelming trying to spawn everything and control them, but AI would have been fairly difficult in this jam I assume. I love the concept and the art style and think with some improvements with controls it could be great.
Hey I am so glad you enjoy our first game jam game!
Due to it being our first game jam as you saw its quite buggy, I would have loved a more dynamic player controller and plenty of the implementations you suggested, I have at least pondered them once or twice, but this is all we could fit in - in time.
However we totally plan to continue development on this as we both saw the same potential and (at least to my knowledge) unique anti-katamari gameplay, I plan to redo the controller and potentially add most if not all of your suggestions, it will be a lot easier not being restricted to one script ahaha.
It's great to see someone already enjoying just this janky submission and we look forward to letting you play future versions!
In regards to getting stuck, the level in which you fall down the long drop, you go through the right door (assuming it all works XD), after completing that level, you will spawn back into the centre room when you can then go to the right door, although it could easily be broken as we cobbled this to a playable point in the last few hours of the game jam :P