Thank you so much. I wasn't familiar with the terms coyote time and jump buffer but I looked them up, and you are 100% correct. I have much to learn!
davordlot
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I guess if everyone else is plugging it would be rude not to!
https://itch.io/jam/gamedevtv-jam-2023/rate/2093366
You control two characters in two levels simultaneously. Check it out!
Really liked it. Great models and sound that all share a uniform style, and just the right amount of lights and effects to be cool without being distracting. If I had to give some advice it would be to make it simpler ("do touch this type, don't touch this type"). Or increase complexity slightly at each stage, rather than all at once before first level.
I would also reduce the amount of text at the start. A lot of people will skip something that long, so maybe just try to get the main points in a shorter space? You could always include everything in a "Learn" or "Tutorial" screen.
But I'm nit-picking - this is great. Congrats!
Great job! It reminded me a little bit of the paper clip game, but much, much nicer to look at.
One thing that might make it more interesting to play would be to explain more what different things do. For example, "A" improves happiness by X now, but "B" improves happiness by 2x one minute later, and "C" doesn't improve happiness at all, but increases the click rate by Y, while "D" increases it by 2Y for a limited time. Anyway, great job!
Great job! I love the ideas here. Having to switch between the two different screens was a fun mechanic.
Some easy tweaks I think could improve enjoyment: 1. Increase the time allowed to move the dead to temples. 2. Allow switching between the two scenes using the keyboard (the up and down keys, or just space to toggle).
Great job!
I really, really like the idea of powering up the player if they fail, and powering up the enemy if the player succeeds. Regarless of any individual player's skill, it keeps it interesting. It might be interesting to use this mechanism in all kinds of games.
If I were to give advice, it would be to maybe keep the graphics a little simpler? Some of it looks great and modern, some of it looks good but retro, and some of it is the default 3d shapes. Any of these are fine, but it might be better (and easier for you!) to choose one.
Anyway, great job!
Dude, awesome job!
Two tiny changes to implement that I think would make a big difference to the player:
1. Keep shooting when you hold the mouse down (instead of having to click for each shot).
2. You did a great job on the tutorial, it might be better to make it end automatically, or making it more clear when the user should press to continue to the main game.
Great job!
Good job! I liked the sound, and loved the general idea.
My adivce would be to maybe make it slightly more complicated? I'm not sure exactly, but instead of just moving the matching icon to the problem place (problem icon --> problem icon), more an affector to the problem (eg, moving the wealth icon to a place might help the crime problem, but might make another problem worse).
Anyway, good job!
Uploaded my game. I didn't get done everything I wanted to get done, and the gameplay isn't as fun as I was hoping, but for five or six evenings I had a blast, learned a bunch of new stuff and remembered a bunch of stuff I'd forgotten. First game jam, first game. Wish I'd started on Day 1! I feel like I got the main mechanics 70% there, but with an extra three days I could have (1) added a bit more polish, (2) added more Blender assets, and (3) made multiple levels. But still, I'm happy! Maybe I'll work on it a bit more.
If anyone fancies giving it a try, you start off controlling one zombie, but you can bite people onto your team. Convert as many as you can and stop them escaping on the rescue helicoptor.