Oh my goodness thank you! I was tearing my hair out trying to figure out what was going on with those lines; somehow I've never encountered the issue before.
Dreybolio
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This was a very fun concept! I only played speedrun mode, but I really enjoyed what I saw. (although, it took me a while to figure out what the goal was)
Zipping around was very enjoyable once I got a hang of it, although I wish the grapple range were a little bit longer.
I do have a few comments, however:
- When you go fully upside down, the horizontal mouse controls invert. This was really disorienting for me.
- Some of the models and textures feel really out of place. For instance, the hand and rock models are so much higher quality than the biodomes, vehicles, and other astronauts that it made the game visually look like an asset flip. Perhaps that wasn't what happened and the lower-quality models were just unfinished, but it still was visually dissonant to me.
Thanks a lot for creating! This is definitely one of my favorites so far.
(Also, I found the dog)
I found this game to be very one-note. Once I realized that none of the tiles meant anything and it was just a score-chaser, I didn't see much motivation to try and get as many as possible.
That said, I still think there are lots of things you could do to improve this:
- Considering there are different types of tiles already, I think each tile should do a different thing in order to encourage decision-based play. Perhaps they could give a spendable resource? Just throwing out ideas.
- The camera is way too far zoomed-in in order to feel a sense of progress. As I approached the bottom of the world I wished to see all the tiles I'd dug out so far, but couldn't. I think if the player could see twice or thrice as much space it would be a big improvement.
- Please choose better music... I'm sorry but after the second loop that song began to really annoy me. I opted to mute my computer just to avoid it.
Thanks for creating!
Extreme ambition for a one-week jam! And it paid off! Admittedly, throughout the whole thing I was think "there's no way this was made in only a week..." But then it ended so quickly, and I understood how. I wish there were more but I cannot deny the polish that went into this introduction. There was clearly much thought put into the world and characters, not to mention the gorgeous art!
I do have a few criticisms to offer, if you're interested:
- The main character's motion felt a little bit floaty. I think I would've preferred if you implemented a stick deadzone and perhaps made the acceleration a bit snappier.
- I don't know if this was just WebGL being stupid, but the menus didn't work on controller, only mouse. Considering you said the preferred way to play was with a controller, this is an (admittedly minor) issue.
- I died, and after reloading the checkpoint the background completely disappeared and was replaced with the default Unity blue background. Also, my health and stamina UI disappeared.
Thanks a lot for your submission. This was a really great one.
18:29:47 is my final time! Admittedly though I was not optimizing my worm usage in the early game.
It was fun and cute but I can think of a few problems. For one, I didn't really see the point of click-and-drag to control the camera considering there is nothing else the mouse is used for. If it were just always being moved it would've felt a lot more natural. Plus, then my mouse wouldn't keep hitting the sides of the screen.
I never got a single piece of uranium! Did you just not get around it it? It would be reasonable because there is a lot of other stuff in the game I was just looking forward to seeing what the A-Bomb did.
Some musical variation would've been nice too. After 18 minutes that track starts to get a little grating.
Thanks for creating, I definitely enjoyed this one!
There was something very disturbing I found about this entry. And I mean that in a good way. The ambience and lighting combined with the music (which, by the way, should not be disabled by default!) made for a very strange and surreal experience. I didn't pick up that Ted was a donut at first so something about its design really creeped me out. I kept on expecting it to jump out at me like one of those old .exe creepypasta games from back in the day.
In terms of gameplay I admittedly didn't think this was anything too special, kind of generic platformer vibes. I think if you had made Ted play a bigger role for the platforming instead of always just pushing it to the right, it would have been a huge improvement!
Altogether, thanks for creating.
Really not sure what's going on in this one. I clicked buttons until I reached the line "I only spit out bars that are fire. Haters gotta learn to ___" and then nothing happened past that point. Also, I didn't see a difference between which button I pressed in any of the other lines? I'm sorry but I haven't got much else to say.
As far as top-down bullet hells go, this one was a mixed bag for me as far as design decisions. On one hand, I really liked the spell mechanic and only being able to have two slots. Forcing the player to decide whether they wanted to replace one of their valuable slots for a spell they don't know what it will do was interesting.
On the other hand, the player's basic 'left mouse' attack I didn't really enjoy. Spam clicking to attack is a valid way of doing it, but it's not really my preference. However the main flaw with the attack was the lack of feedback in terms of what I hit and for how much damage. Yes, I know there were health bars but you cannot forget to neglect sound design!
Additionally, the bat enemies I perhaps just wasn't understanding, but it seemed like they would sometimes shoot out small projectiles in a ring around them? This is fine, but if those are bullets to be dodged like in a bullet hell then I think they should probably be bigger. I somehow went from 20 to 11 health without even noticing, which as a player I found confusing.
Thank you for submitting! I look forward to seeing future creations in other jams.
Thanks for creating.
I liked the basis of this of a puzzle involving buttons and aliens that mapped to our movements, but it felt like those concepts weren't really used in a challenging way. There were only a level or two that I struggled on before I understood the mechanic.
I like the visuals though, and the background ambience.
Thanks for creating!
P.S. why does our guy look like among us?
Made it to round 13! I think that's pretty good.
The animations are incredible, which is definitely the strongest aspect of your game. The procedural leg movement looks incredibly smooth.
I don't think I really have any issues with this, other than I did notice that the text began to wrap after round 10, which looked a little funky.
Thanks for creating!
I like the visuals and the effects, but found the gameplay confusing.
For instance, what was the purpose of switching the colour scheme at the lights? It seemed to do nothing other than change the visuals. Also, I wonder if this is something perhaps determined at the ending (which I never reached), but I could not find the difference between the coward and brave options.
If you are making a platformer, you really should have variable jump height. That is to say, you jump higher the longer you hold the button. This would prevent what I felt to be lots of cheap deaths, in which I could not see the ground or hit a ceiling spike, due to not being able to control the height of my jump.
I still enjoyed it despite my criticisms, so thank you for creating.
The graphics are your biggest strength. Especially the spinning fans and the bacteriophages I thought looked cool. The gameplay does leave much to be desired though.
I was under the impression at the beginning that you had to shoot the square enemies in the order in which either 0s and 1s appeared, and was disappointed when I learned that was not the case. I feel like that was a missed opportunity.
Furthermore, the fact that no other enemy uses this 0 and 1 system was also a missed opportunity, as it makes your original idea feel disconnected.
There was some weirdness with keybindings, you could not run forwards and jump at the same time, and sometimes switching the gun type didn't work.
Eventually I lost because a spawner coin that spawned bacteriophages spawned so many enemies that my game lagged out to an unplayable level.
I still like the idea and especially the visuals, so thank you for creating!
I'm not sure whether this is meant to be an action-rpg or a walkathon. It felt like it had aspects of both. I did like collecting the light lotuses to power up, but I was confused about the dragons. They didn't seem to be much of a threat, and there was no way to really disable or damage them? I did like the art, though.
I know you said you ran out of time for sound but sound is vitally important! Next time, make sure you set aside a designated time for sound design as I would argue it is just as important as gameplay and visuals.
Thanks for creating!
I really like this one!! The graphics are simple yet effective, the sound design is crisp, and the gameplay is very fun. My favourite aspect was the unique mouse controls, which made this feel different from other bullet hells of similar design.
I managed to beat your posted score with a score of 2900. Pretty proud of that, it gets pretty crazy near the end.
I wish there was a little more enemy variety, but the fact that they kept speeding up was fine as is.
I have a few criticisms for you, maybe you can take them into account and make something even better next time!
- Walking speed is in desperate need of an increase. It was pretty tedious to hold a direction for upwards of thirty seconds just waiting to hit the transition.
- It would be nice to be able to aim the rifle in more directions that just where you are facing, because I found aiming to be a little awkward.
- Checkpoints!! I died at one of the first enemies and was sent all the way back to the start, which was a little annoying.
Otherwise, I thought this was pretty cool! Got big Yume Nikki / Omori Black Space vibes, which I appreciated.
Thanks for creating!
I love a good bullet hell, and I love this! This is very good! I did run into a few problems, though:
- I ran into two crashes. First of all: pressing "R" in any context crashes the game. No idea why. Second of all, when I died pressing the Return To Main Menu button also crashes the game. Perhaps this is a WebGL issue, as I know you were struggling with that, but it's weird nontheless.
- Often times I would get completely trapped in a corner cause of how the enemies spawned, and was incapable of freeing myself. Perhaps this is intentional? But it did feel a little unfair.
Some positives: I really liked the music and sound design! Feels very crisp to play because of it.
Thanks for creating!
I played and reviewed yours! Lots of fun! Thank you for creating!
Here's my game: https://itch.io/jam/1-bit-jam-wow/rate/2225034
There's a lot of complex systems going on here, I can tell! Very well done.
I did find a bug, I put the phone down while calling the police, but then when I picked it back up I couldn't interact with it anymore, effectively softlocking the game. A shame, cause I was starting to really understand it.
I also double clicked the microphone, causing some weirdness to happen. Not sure if it actually broke things or not.
I really liked the art style! Thanks for creating.
Nice game! It's rare to see a game jam game have more than one gamemode, so that's very appreicated and cool. Of the two, I think I prefer Attack The Dark, but Defend the Light is also quite fun. I liked the strategy of balancing what magic you used and trying to preserve it; that made the game more strategic than just 'burn everything'
Nice music too; simple, yet effective.
Thanks for creating!
Thanks! I'm glad you appreciated the checkpoint and no monster features in particular, they weren't there for the longest while but I figured that they should for accessibility reasons. That way you still get to see the whole game, even if you aren't particularly good at it. I appreciate the kind words!