Hmm, I just checked that, it seems like I have to wait for the rating period to end or something, because it there's only a "Rate for Brackeys Game Jam 2024.2" button.
CST Games
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This game is so much fun! The fact that the baquette being one of the weapon is hilarious lol. Although it's a bit difficult at first, but once you get used to how the combat works then there comes the fun. Especially the alarm events, there were so many zombies spawned that it literally lagged my browser haha!
I'd have loved to rate this game but I didn't have enough time to participate in the jam unfortunately. So I'll give it an overall score of 4 out of 5 in this comment here, well done!
What a great little game! I really adore the graphics, the fact that you guys made animations for the player in all 8 directions is impressive for me, in such a tiny canvas too! The main menu is also animated, which really makes the sunset/twilight setting stand out. All of that deserves the highest rating from me.
But like others have mentioned, the controls feel a bit unintuitive at first. It took me a while to figure out how to properly push and pull object. Especially the first metal block inside the house, getting it on the pressure plate was a real challenge in the first 10 minutes of playing, sometimes it just flew around randomly, or spun continuously in place, and one time my character really got stuck between it and the walls. However, the sword on the other hand is really satisfying to use, it can spin in place which deals damage to enemies continuously, and returns to its owner with ease, even when he's really far away. It's basically a sword version of Thor's Mjölnir, very cool!
One last thing I noticed is that you can easily "cheese" the final boss by throwing the sword at it, causing it to spin, and leaving to another scene. The sword will grind it into tomato sauce while it just stays in the previous scene. When the boss eventually follows you to the new scene, it barely has any health left, making it an easy kill for me.
Overall, sweet little game you guys got there, and I have really high hope for it! Astonishing work!
Thank you for your feedback, Achie!
I fully acknowledged those issues you pointed out. Regarding the enemies' behavior, you might have stopped the time right after they initiated their charge attacks. The charge force wasn't taking the scale of time into account, which led to the observed behavior. Second, I agreed that your own bullets were hard to spot sometimes as they could blend into the surroundings, which caught the player off guard sometimes. Those issues will definitely be taken care of in the post-jam version, as well as other planned features that I couldn't implement because of the lack of time. It's gonna be fun and I'm excited to share it with you in the future. Cheers!
Thank you for playing my silly game and leaving a feedback!
At first I also thought of not scaling the game beyond the true 64x64 canvas, but then I quickly realized that it would be too hard to move around, or even keep an eye on the incoming enemies and projectiles. The game feels a bit incomplete right now, as I started working on it in the last 3 days of the jam. However, I'm currently developing a post-jam version to fully implement all the features I had planned but couldn't include, so we'll see how it turns out in the future!
Thank you for your feedback!
I made that cover image literally at the last hours of the jams lol, but it somehow came out pretty good and I was proud of it. I was intended to make the portal's timer so affected by the main mechanic, but I was not sure if it's was a good idea because it would take way more than 5 minutes to escape. Unfortunately, the game was made within the last 72 hours of the jam, so it inevitably had some issues. If only I had more time to work on it I would have been able to implement the concept more thoroughly.
Again, thanks for your feedback, and good luck on your submission!
Thank you so much a very detailed and long comment!
I agree that the camera is a bit annoying sometimes, it's hard to implement a good camera movement for a fast-paced game like this, not even factor in the restricted resolution on top of that. Initially I went with the fixed camera approach at first, but then I thought it would be hard for the player to dodge the enemies' attacks so I scratched it and decided to have the camera followed the player instead. But it definitely needs some more adjustments to be smooth.
As you said that the game was scaled up from the original 64x64 resolution was kind of lose the point of the jam, but there's a rule mentions that scaling the game window beyond 64x64 is allowed, as long as the actual resolution of 64x64 is maintained. I think you might miss that one, since it's written in the FAQ section at bottom of the jam overview page.
But again, thank you for your feedback on this silly game of mine! I'll definitely take some of your advices into account for my next projects, good luck to your submission as well.