<3 thanks for your kind words, jongeman ;) I'll be checking out your game too!
Daniel
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Level 2 is SO hard, damn!! Rapidly mashing the button to quickly make the cheese small enough for the 2nd springs was fun, though.
One point of feedback: you'd give a much better overview of the level if you put the camera a bit ahead of the cheese, instead of exactly on top of it. Whatever is behind the cheese is not relevant, anyway :)
Thank you for these! I've used them for the main menu of my new game and added your name to the credits :)
Thank you for these awesome explosions! I've used them in my new game and added your name to the credits, as well :)
Thank you for these! I've used them in the main menu of my new game, and added your name to the credits :)
Feel free to send me a PM if you'd like a free download key!
Such a lovely game, tysm for making it! One point of feedback I'd like to share that having lots of enemies in love makes it very hard to tell how many actually hostile enemies are in the field. Maybe instead of the fiery particle effect, enemies in love could have their base colour changed to... pink, maybe?
External feedback:
- It's unclear where the ball needs to go. Maybe arrow signs could help?
- The level currently seems designed for dual-spring jumps, which makes it pretty hard to get into. It could do with a few easier jumps to start with, or making the springs a bit stronger so the platforms that currently can't be reached with a single spring can be reached with one.
I like the concept, and especially that it can be played either carefully or by just wildly flailing both legs to fly up the stairs. Feel like there's a lot of potential for the level design to encourage both 'playstyles'.
To make it feel just a bit more like an uitglij bord, as an idea you could try making the legs collide with each other; maybe add some force to add yet another way to propel yourself forward. Not sure if the legs colliding would remove any other fun ways to move around, but might be worth testing :)
Multiple endings in a game jam game? Nice!
I like that the game starts with a puzzle, very thematic intro. Though while a mouse is used in the intro, I didn't intuitively think about clicking to interact with the coworker's bomb. Like Xephos said, it might be nice to have a custom cursor at the start that indicates that you'll be using the mouse more often. Or some kind of tooltip that shows how to interact with the object when you're nearby.
The sweet spot mechanic really makes it feel like you're trying to catch a slippery bar of soap! The only thing I would add to that is that it might be nice to be able to 'launch' the soap in a certain direction based on where you click it, so for example if you click on the far left, the soap flies off to the right. Might make it just that bit more soap-like!
Making the bubbles at the bottom pop if you click on them is a lovely detail, btw :D
I like the vibez/moodz, and love that you actually added full 3D environments to the scenes :D I'm only missing a bit of interaction; maybe jumping could affect the music in some way? I think out of the box it's possible to change volume, panning and pitch/speed in Unity, though with a bit of research you could add something even more fancy!
Nice! It feels really good to come storming down the hill and crash into buildings as fast as possible, but the point system doesn't really encourage that - at least in my experience, I had to slow down the boulder so I could hit more buildings horizontally to reach 2000. Maybe hitting a building could give more points based on your velocity?
Dit is echt leuk en NIET Minecraft! Minecraft is namelijk een sandbox-game ontwikkeld door Mojang Studios. Het spel is gemaakt door Markus "Notch" Persson in de programmeertaal Java. Na verschillende vroege privé-testversies, werd het voor het eerst openbaar gemaakt in mei 2009 voordat het in november 2011 volledig werd uitgebracht, waarbij Notch aftrad en Jens "Jeb" Bergensten de ontwikkeling overnam. Minecraft is sindsdien geporteerd naar verschillende andere platforms en is de best verkochte videogame aller tijden, met meer dan 238 miljoen verkochte exemplaren en bijna 140 miljoen maandelijkse actieve gebruikers vanaf 2021.
Het voelt echt als zo'n PS1-era game met de slechte graphics en levels die gewoon in de lucht zweven, I like it. Enige feedback die ik heb is dat het nice zou zijn om ipv trial-en-error op een meer strategische manier te kunnen zien waar de guards zitten enzo. Misschien kan je opgegraven stenen om een hoek gooien om te horen of er een guard op reageert? Of camera's hacken zodat je een beetje een overzicht van bepaalde gangen kan krijgen? Zoiets, ofzo.
I like the idea of switching perspectives with the cameras, requires some mental mapping which I don't see all that often in games! Some recognizable objects (like a plant or a crumbled wall) would be nice to more easily differentiate the views, since with the current prototype textures it is a bit hard to tell the cells apart.
The aerial view when you press Space looks a bit like a console due to the green colour, so I didn't know it was actually a map of the area as well. Maybe you could show icons for the positions of the cameras on there?
I like the way you incorporated turn-based movement into this. Initially thought I was playing as the blue prisoner trying to escape while dodging the orange guards' line of sight. It does feel a bit easy to cheese at the moment; maybe you could have certain parts of the level(s) inaccessible to the guard? (could sell it as "underground tunnels" or something)