This is quite fun to play.
And the music definitely makes it more fun.
I like the concept as well, mutiny against a King needs to be answered ...
Thanks for having a look, and the feedback.
I know there's other solutions out there compared to LMMS, but as my funds are limited at the moment, I don't feel ready to purchase other solutions or tools at the moment. However it might be about time to reconsider my position on this.
At the moment I don't have a midi keyboard or other device, so I have to manually place each note on the piano roll. At times it feels like I'm playing on hard mode using LMMS, but I have no other frame of reference for this.
Thanks for the advice regarding scales, I've noticed this setting in LMMS, but never really understood its use. From what I have been picking up from, I've noticed that the suggestion is to keep the notes within the correct range between chords, bass and melodies, but again I have tried to do this manually. I find it amazing that just having 1 note out of sync can drastically alter the sound of a song (normally ruining it), and at times have to rely on trial and error to find the errant note, listening to the same part again and again, and then adjust it to make it fit (as best I can).
A fun exercise I did recently, was to take sheet music of a piece of music from a well known game that I like and translate it into LMMS. I had to re-learn how to read sheet music, but was also able to make the connection between the notes on a sheet and how they look in LMMS. While it was written for a single instrument, after loading it making it in LMMS, I was then able to play with the song by introducing new instruments, changing up some of the sections and adding more sections. I haven't included this in the pack because I don't want to infringe any copyrights, but it helped me in visualising how the note structures looked and worked.
The songs I've made in the last week definitely feel smoother and more complete, but I still feel a little daunted as the complexity increases. I also feel like I need to understand how to emulate different moods. Most of my experimenting seems to result in either melancholic or bland moods.
My ultimate aim with learning and developing my musical skills is to be able to create music for my games that is at least sufficient - I don't expect to make any masterpieces any time soon.
Thanks for playing.
A lot of your feedback is similar to feedback from others who played it during the jam. I'm currently working on improving it and have already resolved most of the bugs and implemented most of the simple improvements, but not updated it here yet.
I'm currently thinking about how to expand the game with art, objects, more characters, possibly a score board and high score system. I'm also thinking of adding in a "village" with other characters that can be interacted with, and an endless mode. I understand the point of not having an ambitious final goal, but at the moment the only goal is to collect enough jellies to meet the daily quota which isn't very challenging, so I'm not really sure how to expand on this in a way that would keep the original goal.
Audio is really not my strong suit at the moment and I am trying to improve on this, but the time I have to really focus on it is limited.
Thanks for the nice message.
My games are made in Godot and I think the web builds from Godot don't always work on all browsers. They've also not been made to run on mobile devices so you would need to run them on a pc/laptop web browser. I can say that they run in chrome on a Windows build but I haven't tested other browsers or OS's. Hope this helps.
The sprites and animations are really nice and clean. The movement controls are smooth, but I think the level design could be made just a little easier. Some of the really small platforms make the game difficult when they pretty much all have spikes and there is barely enough space to land on as you jump around, just a little bit more space, or a few less spikes would make the difference in my opinion.
I'm also new at game development. This is only my 2nd jam and although I've been working on other projects to learn more about how to code the games, use the engine and improve, I've still only published 2 games and both of them are for the jams I've done.
I've figured out though that the more I do and the more problems I learn to solve, the better I'm getting at the coding. I've also been trying to make my own assets as much as possible so that I can hopefully keep the games I make consistent (I find sound and music the hardest for myself however).
I'd say keep going and try to come up with small projects you can make for yourself to kind of test yourself on making different mechanics or styles of games. That's what I'm trying to do. My first project was a 2D platformer (not published yet), my second was going to be a small 3D RPG style game (incomplete), my 3rd was a 3D survival horror (nearly complete), my 4th was 2D Shooter (first jam game), 5th a 3D shooter (in progress), and my game for this jam is a collection and trading game.
The great thing about trying to make games is that if you have an idea and figure out a way to implement it, you can make it.
This is fun. Almost like a reverse space invaders, with sweets.
Only feedback I can give beyond it being fun is that I think there needs to be something to feedback to the player when they've been hit by a missile; a sound or some screen shake. Otherwise a nice game, thank you.
I spent my time trying to give as much cake as possible and paint the world in cake.
This is a fun game. I think all it really needs is sound (especially a sound queue for when you are low on oxygen).
I think I disagree with @Magi that running out of oxygen should "end the level", but I think there needs to be more feedback to the player when oxygen is running extremely low, like the last 10 seconds maybe, giving you the chance to choose to leave the mine or chase after that last sugar crystal.
To quote many a film, "I'm Back!".
And I just gave your game a go. It looks quite fun, the art style is consistent and movement is pretty quick at the moment. I almost immediately died by the "turret" though.
I definitely think you should finish this project if you have the time, it could be a fast paced RPG of sorts.
Thanks for uploading it for us.
Thanks, I'm glad I won! I've found with my own games that sometimes what happens on one computer doesn't mean it will happen the same on another. My game in this jam appears to have an interesting bug I hadn't seen before where someone was able to collect a lot more than the 5 Jellies they were supposed to be limited to at a time. For my own problems it seems like I need to tighten the logic and take account of outcomes that shouldn't be possible, perhaps it's something similar with your game, maybe it's something else. otherwise, I enjoyed trying to beat the puzzles. Enjoy your day out.
I like the concept of this game. It definitely appears to have been made for 2 people to play together. I found it somewhat challenging to balance what was happening between the 2 sides of the kitchen to provide food for the customers within the time limits and had more than a few unhappy customers. Is there supposed to be a limit on what you do to prepare each food item? I would normally expect a game like this to be; pick item up, cook item, pass item, and then either prep and serve or just serve. But I couldn't figure out if there was restrictions on the steps for some items or if the game was possibly bugged.
Thanks for playing. That's a bug I hadn't come across. I tried to set it up so that you could only collect 5 at a time and that it should track which color Jellies you had collected. It might have something to do with the logic around the limit for collecting the Jellies, it's currently only set to check if the count is equal to 5, and then shouldn't allow values greater than 5, but presently doesn't have a check for numbers greater than 5. I had also noticed that although it's only supposed to collect a jelly each time the collection button is released, I have noticed on occasion that it would double the collected jelly but I'm currently unsure how to fix that. Thanks for letting me know.
Hi, finally got around to having a look at your game.
I'm afraid I didn't understand the instructions as I'm unable to read your language, but gave it a go anyway. I wasn't sure how to interact with things but I did have a look around. Movement is pretty smooth but I did get stuck on objects from time to time. I got the impression that the cats you were supposed to serve waited at their tables with trays ready to receive food and that you are supposed to give them food and get money in return that you then need to spend on more food at the shops nearby.
It seemed like some things could do with a bit of improvement and as much as I would like it to all be in English so I can understand the description on the game page and how to play, I don't think it's fair to expect everyone to make their games in English if that's not their own language just so I can play them, so thank you.
Had a go with your game. The concept, while like fruit ninja is fun and the art fits the style of the game. Like the other commenter said, there seems to be a problem with the feeding mechanic. After playing a round I ended up with 40 of the special treat, on feeding it did unlock the next multiplier, but the required "feeds" then showed over 5000 feeds required. If this was by design then that's fine, but I also noticed that if I clicked feed quickly enough before the eating sound played, that I could keep clicking and feed multiple times per special treat.
Had a go with your game. It's almost a puzzle game where you need to watch what the "enemies" are doing to find your path through the game. I think my play glitched on the 3rd level though because I made it to the end and the player just moved off the screen and the "enemies" were still moving whenever I "moved".
Thanks for playing and giving feedback.
I plan to fix the jelly bug after the jam and I tried to balance the times for the tutorial but you may be right on letting the user control it.
As I only had one action button set up, I wanted that to be used to skip the tutorial if you had already seen it, but I could probably set it up to use the Left and Right controls to move through the tutorial.
I think your other point is worth thinking about as well. The whole jelly collection and spawning mechanic was the main thing I wanted to get working and the trade system was my way of implementing sharing is caring but it could use some refinement.
Thinking on your comment I would also like to set it up so that any jellies you dont sell can be respawned in the pen at the start of each day, so if you don't give them all they are still visible as your jellies.
Thanks for having a look.
For 3 days it was sleep, eat, build game, work, build game and back to sleep.
I thought about adding a high score system but was unsure how it would persist for the web build. Would it persist on the server or the client? And would itch allow it if it was server side? So I left it out for now.
I'm still new at the whole development and publishing thing.