Are you kidding me? This is an outstanding submission, really well done on this one! :)
It looks and sounds polished, even the externally sourced music adds to the atmosphere. Love the use of procedural generation in your level design, it hard to get right and you nailed it.
Maybe its just me, but I find the speed of the acid rain elevation a bit too fast, especially when some jumps can be too finicky.
Cocco
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Great spin on a retro formula! The whole gameplay gets crazy fast and had me sorting plant spots like a madman. I think I would have enjoyed more variety in the rain drops, even if its just their respective size, or added mechanics like lingering wet puddles.
Also, it is way easier to just let two of the plants die and just move one single plant around. :P
You did really great with your submission, loved the soundtrack especially. Being able to rotate your character adds a lot more complexity to a well-known arcade format. I would love to see a level based around this gameplay with the shape/volume/angle of the player as a further developed game mechanic.
You know- I had so much in mind before ultimately scraping most of the content. Not only because of the deadline but because I had doubts about having everything beworking flawlessly and being polished. But the world map was one thing I didn't want to leave out - so thank you for noticing it!
Sounds like a weird bug, I also did encounter it once but didn't give it much attention, I should probably make a fail system around that going in the polishing stage. Thanks for telling me and playing the game!
Oh, I really appreciate your detailed comment, especially regarding the balancing aspect of the game! I actually wanted to add some more pick ups but had to leave everything out except the health pack, so it's great to have an outsiders perspective on it. The boss is completely randomized, he has three possible attacks at the start of the phase. Maybe a more reliable pattern would give me some more control to make the player experience more universal. Thank you so much for playing and taking the time to give me an insight in your experience!
Wow, thanks a lot for actually giving me some detailed feedback on this, you're describing some important points to consider. The bouncing was caused by an animation error which I just found right about now. Maybe I'll also need some better indicators for the enemy attacks.
Haha, you know that's so great to hear - a majortity of the time I spend on this exact moment you described and it seems to be paying of. I read a lot of comments talking about the boss which honestly surprises me as I expected it to be more of a reward for the few patient players. I'm going to use the next few days to the fullest to polish it a bit more. Thanks again for your time!
When submitting a narrative focused entry to a game jam, the story has to be exceptional to grab the players attention. Not only did this game managed to grab my attention, it did so with such stellar writing that I am envious that I do not have a writer at my own disposal. The art is charming as well, but it does feel a bit detached from the base tile set, which could be solved by using a more abstract custom tile set. All in all a gem between all the gameplay oriented entries and a job well done!
I'm impressed, you art looks stellar, the movement feels responsive, though the lamp swing just doesn't work for me (or I'm just not doing it right). The transition between levels could be a tad bit faster to guarantee a better game feel. Also, the game concept made me chuckle, great work on that one! Next time it would be better to implement the audio sooner, I know it must have been because of time constraints but it just lacks the connection between player and game. Still, well done!
You guys used some great art work, I especially liked the detailed work in the different guns, I just wished you would have expanded the artstyle onto the UI as well for a more coherent visual experience. The game feels like something I would have enjoyed as a kid for hours on end on some flashgame site, in the most positive way possible. Excellent work for this short period of time!
This entry absolutely managed to get me into a flow state! You did caught me off guard with the rush the first time around, it is a fun twist. The whole game feels like a whole lot of coding work, good on you for making it in just one week. Though, I felt a bit weird starring at those unsuspecting customers, breathing down their neck in anticipation of cleaning the table the second they get up, haha. Great experience!
Reminds me of the ice gym in the third generation of pokemon. I greatly appreciate the camera, it must have been a lot of work to get it as good as it it now. Also the quick restart option is amazing, it just keeps the gameplay flow in it's tracks and incentivises the player to keep on trying once again. Only thing I miss is some ambience music to further get into a flow state while jumping from one tile to the next. The last level was fun as well! Nicely done!
Fantastic idea, I like your concept. I have to agree, there needs to be a replay button, or else one has to restart the entire game when making a mistake. The art just needs a tad bit more polishing to make it more readable, try to find a more cohesive style with a more limited color palette. Well done!
What a fun entry! Movement felt responsive, the text sometimes got in the way of actually seeing obstacles while jumping. I like your idea for the theme and the slow spike in difficulty you implemented with your level design. The main menu music was too much for my personally, I had to decrease the volume. All in all not bad for your first game, good job!
I am a sucker for short, narrative experiences, as well as this beautiful minimal pixelart. I would love to make a game in the same style, but I always get caught up in making too many details.
I get where you were coming from with the narration, but it felt a bit too on the nose, because I couldn't even make the decision to engage in the enviroment in any other way then intended, which means I didn't even had the chance to treat anyone better. I guess it was a limitation caused by the time constraints, the liniarity helps to keep the message precise though.
All in all an amazing entry, love the artstyle and enjoyed the details when speaking to every npc the game offers.
Amazing visuals for a solo game! For real man, my absolute favorite so far, clean, minimalistic and still warm and comfy. It quickly starts to get trippy when the keys are getting switched around. Only critisism I have is the slow respawn in the level when falling of the edge, it does break the gameplay flow a little. Great work!
It seems like you guys had a lot of fun working together, and the results speak for themselves. I had a lot of fun reading through each brief and finding some more obscure entries like the caveman! Art is amazing with fantastic, responsive UI. Sometimes the kursive font was hard to read though, still, a great entry. Well done!
Damn, at first I was confused, but then it all came together. Expertly crafted and well designed, details like the repeating instructions when encountering a new intersections are really helpful.
The voice acting is charming and gives a slight insight into the world building which sparks my interest. I tried to follow the flute, but sadly couldn't find the source, still, a great experience!