Thank you so much for the feedback. For us this was really a one-off jam game, so probably no updates. But to hear that you liked it is very nice :)
ComradeVanti
Creator of
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The game is fun and I like the art a lot! I have some problems with the game though:
- The camera is behind a mushroom or wall very often, so you cant see anything
- The A-S controlls for the camera are really hard to get right, I would avoid it
- You should probably tell the player that they can jump in the menu
lf you fixed these, it would be a nice little game. Good job!
I LOVE the idea. This could be great. But right now the game is not done.
- I found it difficult to actually deal with enemies, most of the time I just buffed them.
- You dont actually need to fight the enemies, most of the time you can just a walk around them.
I hope you can make this into a full project!
Often times ambitious or serious games fail in game jams because you just dont have the time necessary to polish and really deliver your message.
I did not understand what was happening or what I was supposed to do. Maybe im just ignorant or stupid, but I cant help to think that it just was not that clear in the game.
Also I could not "finish" the game. After finding the burning person nothing happened. Bug?
I appreciate the attempt to make a serious 3D game, both things that are hard and not usually tried in gamejams of this size. GameDev respect!
I like the idea of random towers, however there needs to be at lease some control. If you are unlucky you might loose in the first round without you being able to do anything against it. Taking away control from the player is fine but if you overdo it its just frustrating. Especially in a strategy game where a high degree of control is expected.
Also Im pretty sure my health dropped to 0 multiple times, but I did not lose. Bug?
Nice, Im always impressed by 3D games during a gamejam. Good work. Also pretty fun. A few suggestions though:
- It would be nice to be able to win. I completed the game with 100% moved grass but still got "Game Over". But Im sure you know that and just hadnt had the time.
- A progressbar to show how much grass was cut would be good.
- Maybe deal minus points for destroying "valuable bushes" and such
I really like the style. Sound and art are on point for such a short time.
But, as others have said, I dont know how to play. I know that a tutorial is super hard to develop and I dont expect it in a gamejam game. Not an ingame tutorial anyway. But please, just put a txt file with your project or explain on your itch page. It was really hard to tell what way going on. I fell for the same trap too for my first game, so I dont blame you. Just a heads up for next time. Good luck
A random input snake game. Nice, good idea. There seems to be a bug with your legend though. For me it always shows the opposite, i.e. I should press "left" to go "down", but when I press it, I got "up" instead. This is quite a game-breaking bug, since you have to rely on the legend to play. But if you fix that, I think it will be a fun game.
Damn, this is nice. I like the idea a lot. The graphics are cool, the sound effect fit. I encountered no bugs. Really well polished for a gamejam game.
The game is really frickin hard though. Thats fine. I just have one idea for improvement. I assume you randomly generate the move blocks on the right. Thats alright, but did you know that tetris is not completely random? It repeats a set of blocks and randomizes that set each time This ensures that a player will always get, for example, an "I block" after a few rounds, and does not have to wait forever to get lucky. I think your game would also benefit from this. Maybe, you should be able to expect that each type of block shows at least up every 4 rounds or so. This would remove the stress of having to spam some key in hope that please, JUST PLEASE, can I get an "Up"... and no, could not get one in time... Game Over. This is out of the players control and thus, frustrating. And frustrating is often not fun.
I like the idea of frequently switching inputs but I have a few problems with the game
- There should be some way to know what the current controls are. If im just beside a wall and dont know what key is what, Ill be afraid to press anything. What if that key push is game over?
- Score is awarded by staying alive a long time right? I cant know because there is no score display, but thats just my guess. So if it is that way, why dont I just wait and dont press anything? Easy win right?
Maybe instead of the play-area just being a box it should either be moving in some way so you as the player also have to move in order to avoid the walls. Or maybe, you have to reach some position and thus have to move. Your game is about moving, so there needs to be a reason to move, I think.
All of that being said, since you made this in your own engine, I am still impressed. Writing a game in native code is not easy, especially in 48 hours, so you still get a lot of "programmer respect" from me. GG
I really like the idea, but I could not figure out how to play. I think I understood, that you have to attack the enemies of course, but how do I order the people with the gray hats. Also I dont think I hit a single attack for the entire game, I always missed. So maybe some balancing needs to be done.
I liked the idea, but I dont think it fits well with a "fast pace" platformer. You want to go fast and not stop all the time. Also if you are in the middle of a jump and suddenly your left direction key breaks. Its just frustrating. I get it, its "out of control" but games are still supposed to be fun right?
The platforming was a little off too. When running and then jumping it would often not register. Platforming is really hard to get right though, so I get it.
I really liked the player animation though. So cute and squishy :D