Thankyou much! Yea, I took on a larger project than I should have and prioritized the aesthetics over gameplay, not the right call. But super proud of it either way!
Glad you enjoyed it despite the issues, and appreciate the input! No idea why the WebGL build doesnt wanna work, but it just refuses to. Is what it is though, in it more for the creation and motivation than the win, lol.
Thanks again, your input helps tremendously!
Cricket Symphony
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Thank you much for that, unfortunately it still didn't do the trick. I am able to upload it, but so many mechanics and such are just broken or inactive for some reason. Waited too close to the deadline to be able to troubleshoot it properly.
But either way, I learned a hell of a lot on this jam, so the participation is more than enough. Just hope the download doesn't scare away people, as I'd love the input.
Thats definitely a fair point. I had more plans to push the Master Commander idea, not being able to save the civilians till you can terminate it. All the androids breaking down the safe zones and more coming in. But, unfortunately, time limits and all that.
I planned a more in depth game than I should have this time unfortunately, thats for sure, and unfortunately had to cut some corners.
Thanks for the input!!
I use a few, though this jam I specifically used these:
Background music: WolframTones
Sound FX: SFXR
Also, you can try this one, its more complicated but its got some cool results: Abundant Music
The sea monster looked fantastic, and despite the rather simple gameplay it definitely kept me playing. Some sort of timed upgrades (auto fire, big bullets, etc) would have added a lot, but with time constraints I get not having something like that. I quite enjoyed this, and look forward to seeing more from you!
Great idea, and with a bit more time for polish I would love to see what comes of it. The angler fish looked great as well. Enjoyed this a good deal. My only real complaint is the audio, the bubbles kind of got a bit repetitive, I think some intermittent bubbles with a more atmospheric aquatic sound may give it a better atmosphere. But, I quite liked this, and would love to see more.
For 1 hour, this is great. I quite enjoyed sending the ball ricocheting all over the place. I do however agree with Sumdeos, where it is easy to cheese this game. I feel random block placement is a good idea, another one would be some sort of timed area damage effect the ball has, this would make it so it forces you to stay away from its proximity not just the ball. But all in all, good job!
Very surprised this doesn't have more votes and comments yet, this was a very well polished little game for a 3 hour jam. I really enjoyed this, though I kind of felt the controls for punching were a bit of an odd choice, but aside from that I really liked this. Great visuals, and a well made beat'em up. Great job!
This was great! A simple idea, but executed very well. My one real complaint would be, that it is very easy to spam your attack and eliminate the enemy rather quickly (though, the scaling difficulty does help with this a bit). I feel some sort of Mana resource would help a lot, throw in a shield spell that eats up Mana as well, and youve got a nice bit of strategy.
But, I loved this entry, great execution!
Nice little mini 2 player game. You could potentially make a single player version by just randomly choosing a direction to move every .5 seconds or so. Either way, I liked it, good job!
(Side note, I had the same WebGL issue, I found a "fix" by building a Developer Version. That has worked for me, incase you want to try that, may draw some more eyes to it.)
Personally, I used/use:
Engine: Unity
Art: Aseprite
Music/Sound: random generators for now
They all have worked great together so far. I saved a lot of time by reusing the same sprites and editing them superficially when possible. The Civilians in my game are the same base sprite, but I hurriedly painted over the clothes and hair to make new ones. Saved loads of time.