I drew and animated the courier from 3 Second Delivery, for practice. I can't show you the animation cuz it goes over itch.io's 3 mb limit but I can show you a frame! You seem pretty cool. have a discord?
Deadweight22
Recent community posts
It was interesting to see your live reaction! I do agree with your criticisms, and am very grateful you took time out of your day to play our game. We did try to add a "Panic Mode" where the children would start running around, but there were alot of unforeseen glitches. If, postjam, we do update the game, then we will implement your ideas and more! Alot of the game's flaws were limitations of me being new at game development and programming. But hey, I'm learning!
Nice game you made! It's a chill experience, and the simplicity of the graphics give it a lofi, dreamy vibe. I do think that the circle should be faster and more powerful, due to the limited amount of time to collect the companions. It is a bit frustrating to spend time slowly pushing through blocks and floating. I feel like you should also add a minimap too, so that players know where to go. Other than that, good job!
I really liked the pixel art and mechanics. The platforming physics were pretty good, but the jump is a bit too powerful and can cause unfair deaths. Sometimes I encountered glitches (infinite falling, softlocks, etc.) but they are understandable, given the amount of time you had to make such a complicated game. Great work for 3 days!
Nice and unique idea! I liked how it used a limited amount of colors, and the colors you used reminded me of old parchment paper. The art is kinda cool, but the pixels aren't uniform (the same size), which gives the game a hastily crafted vibe. I would recommend creating all of your assets near each other on the same canvas. The movement felt awkward, too. I can't put it into words, but it just did not feel nice to control, and I kept landing to places where I didn't wanna land at. I recommend the next time you make a platformer, to change and tweak any issues with the movement immediately, as you could get used to them and not realize that they are any issues.
Other than that, nice job!
Unique take on the limitation! The gameplay was really intense too! I do recommend focusing on clarity and art for your next few projects.
It was a bit unclear on what to do and how to do it. I feel like the gameplay should have only relied on one button, as it would probably be more simple to play. Also, while this might not have happened due to time constraints, I feel like the different gunners should have different corosponding sprites, as polish.
The art, to put it lightly, isn't the best. The colors also look muddy and dirty in a way (might have been intended), and it gave me mspaint vibes (especially the bus), and I don't think you should strive for that in most situations. I recommend going to Lospec and finding a color pallete that you like, and using it as a base for your pixel art. You would be surprised to see how it could improve your art.
Other than that, great job!
Its a simple yet fun game your team has created, but I do have a few suggestions. For starters, I think it would have more sense to aim the cannon rather then moving the cannon. I think it would have been a more unique way to aim and more fun/challenging. I also believe that adding power-ups or a similar mechanic would have been a good way to spice up the gameplay (ex. every x amount of toast you have jammed, you get a power-up). You also need a more appetizing thumbnail (the current one is simply lazy). Other than that, you're doing great!
I like the low-poly/simple 3D aesthetic showcased here. It gives a unique and relaxing atmosphere. It is a bit plain, so I do think you should have added slight textures over the colors.
However, I suggest that you take a focus of clarity in your future projects. The controls were a bit confusing, and I think you should have added a reticle and instructions/tutorial. It was also a bit buggy and laggy, although I don't think you're to blame. Everything else is pretty good.
Great Job! Keep it up!
The gameplay was fine. I feel like adding other elements (ex. enemies) would have made it more interesting. The physics could have done with more work, as they were unsatisfying for me (to fix this just requires a lot of tweaking of variables and stuff). The art was overall pretty good, although I think all of the assets should be drawn with the same pixel size, for a more cohesive look. I think adding squash n' stretch to the character(s) would have helped a bit.
Other than that, you're doing great! Keep it up, but improve upon the way!
I find the game enjoyable to play, and a catcher/dodger game is a very good idea to make a first game. the gameplay is fairly enjoyable, the sound design is fine, and I like the score system! However, I do think the way the art was handled in here needs alot of work. I think you should learn pixel art (its easier to make look pleasing and do quickly), as a uniform style would make things look drastically better. You should probably mess around with pixel art programs (like aesprite and pixilart) and watch some videos that help beginners. Although, you should know that it will take a while to learn art, so you might want to team up with some artists in the near future.
I also thought the game looked kinda mismatched. I think the setting could made more sense by being a jam factory, and a malfunction there is causing the jam fallout.
Finally, in a post-jam update, you could add power-ups (ex. a shield that protects the player from one of those toxic jams) or enemies (ex. toxic jam monsters walking from one side to the other) to spice up the gameplay.
Good luck on your journey!
I really liked the game concept, and thought it was really creative. The physics, at least to me, felt a little off/unsatisfying. I don't really know how you would fix this other than adding effects like screenshake, and tweaking until it feels right. The art reminds me of old flash animations, and that makes me nostalgic. I don't think the lives system should exist tbh (maybe have an easy mode and hard mode). Critisisms aside, good game! (edit, sorry itch.io had a glitch and posted my comment 3 times!)
I think the movement should be grid-based, like most retro RPGs. I also think that if you were to make this into a full game (and I do believe that it has to potential to be a full game), to make it more polished in art and sound. The sound is kinda meh, but the art is heavily flawed. You had the spirit with an SNES style, but it wasn't executed well. I recommend you study SNES games, and mix the nostalgic feeling of the SNES with modern polish.
I really like the sketchy, minimalist art style you went for. I thing it did wonders for the atmosphere you were trying to achieve. I think you scoped fairly well, and the game was really fun. I think you should have added more sound effects, and I think it would be cool if you did them with your mouth ("acapella") to fit with the aesthetic.
It must have been so hard without an engine! I commend you and pity you for your impressive hard work! If you ever wanna switch to an engine, Unity uses a language called C#, which is very similar to javascript. The art is good, but could use some polish. I recommend having more concrete shading when doing pixel art. Using multiple shades for shading pixel art makes it look kinda muddy. I also recommend using lospec for nice looking color palettes.
I really like the simple art style, and narrative. It's interesting that you made a story about questioning traditions and the morality of them. Its not what I expected from this jam. I noticed the little tween you added to the characters. That adds so much, yet is so little. I could learn a lot from you!