Awwwwww. Thanks a lot! :D Only the first few levels feel really slow. I know that the interaction is far from perfect, but for a first, I'll take it :P
Thanks for taking your time to try it out!
electric_raven913
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The game has some quirks, the UI for the potholes, for example. You don't even need to assign a worker and the pothole will start fixing itself. Also if the pothole is a large one, and you want to assign 3 workers, you select the first one, select the second one, select the third one, the second one gets deselected automatically so you have to select the second one again and then click "assign". And sometimes when I select a smaller hole, the lights for the workers are already lit up, clicking on the "assign" button doesn't decrease the available workers count.
But you did a pretty good job nevertheless, the visuals look really professionally done :)
Keep it up!
Really nice concept. Noticed how no one was giving you feedback on the controls, so here I am to save your day xD
Your current idea is really funny right now, but the game is pretty much luck based (the physics have a lot of influence on where the ragdoll will go). The player doesn't have much control over where the ragdoll will go. For example:
- There is a wall to your left. So you need to go right. You manage to go right but the physics take you back to the left.
- There is a wall under you. So you need to go up. You go up, realize you need to turn to your side because you legs will touch the wall under you, so you turn, but your legs/arms get pulled down by gravity and you touch the wall anyway.
How to fix these? Well I'm not a professional when it comes to ragdolls, But when you want the ragdoll to go left/right, maybe make the rope itself go left/right? As for the wall on the bottom, when the player needs to go up, maybe a keybind that will make the players legs and arms strech out so that he imitates a plank?
Just wild thoughts :)
Anyways, you did a great job, keep it up!
Ok. At first I burst into laughter when I saw that this is Java. Then I started playing. Turns out the game is really well made! It's more addictive than I thought. You did an amazing job at everything really :) Every ingredient has information stored in it that gets passed on to other ingredients/products. I've always been afraid of resource management games, because of how hard it is to make/balance one. But seeing someone make it for a jam?
I don't know how you managed to make this in Java but congrats! You deserve a cookie my friend :P
This would be a b*tch to play with friends :D
You already know about the hole border, but maybe also make the gravity more aggressive? The ball is kinda floating when in the air. Also waiting for the ball to calm down after a shot is taken just takes too long. But what you got here is really nice, you just need to fix a few things here and there, replace the skybox, add some post processing and boom. Keep it up! :)
Really solid game! If you just would've left the portals where the player dragged them upon level restart... Anyway. the music is awesome, I don't know from where you got it but it fits perfectly. The SFX are simple yet effective, the game plays really nice, it's got the looks (Nice utilization of those 2d lights :) ).
What I'm saying is.. Keep making games :)
I really like the concept of this. The game is a bit "buggy" (that teleportation device got me pretty easily out of bounds) but I guess you already know that. It would also seem that you forgot to disable texture filtering for the enemy sprites (most of them are blurry). The music, on the other hand is really awesome, I love it!
A quite interesting game. I don't know what happened with the music tho, it's like you're playing two different melodies at the same time (simply put, its a mess). Anyway, I like the concept of it. With some more polish I think that you might be onto something :)
Keep programming my dude, you've got it :P
Yea, thanks for the feedback! Such rotations would be out of question because of quaternions being, well, quaternions. I couldn't think of a way to fix the items obstructing view problem. It was after the jam that a fellow suggested making the material transparent (just like you are now). Well, at least I learned how to tackle the problems a bit better now :)
Thanks again for rating and commenting!
Thank you! Thank you! Thank you!!!
You gave great feedback and now I see how others tried to solve these. The stages aren't forgiving because when I was testing it, I knew exactly how everything worked and how to solve each level (I was solving these with seconds to spare). After I've received some replies on the submission i realized what I've failed to do. If I do decide to keep working on the game, I now know what I need to do to make it work :)
Really need to think up a way to teach the player about the mechanics. I did this part but not good enough it would seem. Thanks again for the video, greatly appreciated :D
Will ofc check your game later today (Its 2 AM and I don't know why I'm still awake xD )
I've looked up the page of the game, read the controls several times. Your game mechanics just sometimes work, most times they don't. The idea is really innovative, I'll give you that, and I adore it. It's a real shame that the game doesn't really work.
However, keep it up! I really like where you were going with this!
Interesting piece of concept. The enemies move a bit too fast at times, so they are hard to dodge/shoot. You already know about the controls issue, so I won't go in detail. You actually made some music so props to that :)
Hey, at the end of the day, you made a game!
And you will get better at it the more practice you get :)
P.S. Also, the best way to upload your game (talking about jam submissions) is to make it playable in browser. After that comes a downloadable zip that you just need to extract and play. What I'm saying is, don't make a frickin' executable setup for crying out loud xD
A really nice game. You did an awesome job on the black hole shader, did you follow a tutorial for it? (if so, I would like a link to see why and how it works :) ). Only the controls are a bit stiff (Guessing you didn't use a rigidbody and moved the transform manually. Transform Translate maybe?). Anyways, you keep going at it!
Edit: The menu is awesome, I love it :)
A quite innovative game I say. The mechanics are really cool. Is your game even made in 2d? B'cuz those enemy viewfields actually don't go through walls, how did you do that? I'm working on a 2d game for a long time now (probably won't even go anywhere in the end) and I couldn't think of a way to make such a viewfield.
I don't think I have ever played a detective game but I fell in love with this! Awesome work! All that was missing is some detective music in the background, but I LOVE the concept none the less. I haven't got a single clue how you managed to make the UI so pretty and functional so props to that as well :D