Cool fluid dynamics simulation! It was an interesting experience. It was hard to score though. I was trying to use both jets to score into a particular gate and I was unable to do so for several minutes until I gave up. :(
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Great Job! Amazing idea and fabulous execution. You have delivered a complete, consistent, and polished experience. And well done with the level design as well. I liked how it gradually introduced the use of weapons in platforming.
The only issue I experienced is, that the jumping towards the mouse cursor (“aiming the jump”) is sometimes confusing and leads to some frustration. As this is the key mechanic, it will be very hard to tackle this one if you choose to.
Good job with the game. :) It is a really interesting idea and fits the theme. I was surprised and a bit dissatisfied with the jumping though. It felt very floaty and slow, and it made it impossible to jump on every beat. I was expecting it to be snappy and quick, corresponding to the beat, and thought it would be important to jump on the beat. But there is no penalty for standing still and not jumping. Which slowed down the gameplay significantly.
I love the idea, I love the art, and I love the sound design. The controls, the mechanics, and how the SFX accompanies them are very satisfying. However, it kind of lost its purpose as the gameplay hit a wall pretty quickly for me. It felt like a memorization game after uncovering the right answers, and trying to figure out the answers didn’t feel like a fun game to me :(
But it is a very polished experience and a well-done game. You would just need to figure out, how to make it possible to figure out the answers without the need for Google and a calculator, and how to make it so that you don’t need to memorize all the items to proceed to the next levels after making a mistake.
Also, the font was kind of hard to read, especially in the credits.
It’s a pretty good game with huge potential, but it requires some more polish in my opinion. Like:
- a lot of meshes do not have colliders and you can walk through them
- the cubes feel like they are very light and you can push even huge cubes around (making steps from cubes and platforming on them is annoying and does not feel right)
- the player character slides on slopes (even stairs) by itself
- the volume felt quiet (I initially thought there was no audio but the wand SFX), but the game could also use a bit more work on sound design
Other than that, it’s a fun idea and could be a good candidate for a full release. I had fun playing it for some time. :)
Nice game and seems fairly polished. Managed to beat it and it was fairly fun. I liked this type of games since Soccer Physics.
In the first division, I felt frustrated because of the timer. The match was too short for the pace of the gameplay and oftentimes one mistake meant that you were not able to recover in the match. The second division felt right, that one was fun to play. The third division felt like “this is fair how?”. It become more of a puzzle than a sports game. But when learned to correctly charge up shots, it was doable.
To be completely honest, I can’t see the theme interpretation in this game, and it was very suspicious when I saw that you’ve submitted the game to three Game Jams. One of which you’ve matched the theme very well, but got disqualified from.
Oh, I was looking forward to this one as I like this kind of rhythm game! But it is not very polished I feel like. The keystrokes are not forgiving at all and it is hard to hit the keys at the right time. Also, why would you do this? That’s pure evil! :D
I also recommend changing the theme of the game’s itch page. The font color is hard to read. :(
Thank you for playing and for the feedback! :)
You are right that Reigns had similar voices. I didn’t even realize. To was initially inspired by the voices in Cult of the Lamb.
Thanks for pointing out the confusion with the weights. I’ll try to polish the grabbing mechanic more to make it more natural. But I’ll have to think about the weight labels a bit more. I feel like 0.25 is a bit too many characters for the label. I think there are several ways to handle this, I’ll just need to find the right combination of those. :)
Wow! I can’t believe you were able to ship such a full and polished experience with a lot of content! It was incredible. I even forgot I was playing a Jam Game. Well done!
I encountered just one annoyance. When I had the True Joker card in the Ascension, for example, I grabbed and held it because I initially wanted to move it to an empty slot. But while doing that I changed my mind and tried to “put it back”. When I let go of the card, it got used alone, which often resulted in a strike.
Pretty good game and fits the theme well. I was just expecting a bit more polished experience from such a big team.
For some reason, the lateral jump mechanic really resonated with me and it felt great. On the other hand, I didn’t get the Olympic jump at all. At one point, I got stuck in a sign at the beginning when reading it. I had to restart the game because the game would always spawn me inside the sign. Also, it seems there is no option to start a new game. :(
Congrats on getting the positive ending in the game and thank you for playing! I don’t yet know about the background music, it will be hard to compose something that fits the scene, but SFX would definitely add to the experience. Unfortunately, I didn’t manage my time ideally, so I didn’t finish the sound design. Thanks for the feedback. :)
Could work, yes. It might be a bit too much information though. When having the complete information, the player will be able to prepare everything before the drop and it might not be so enjoyable (there would be no surprise, nothing to react to).
I was personally thinking about some indicator on top of the screen where exactly something will enter the screen. It would appear only a few moments before the minions drop. Then you’ll do some playtesting and if it is still not enough, you can play with the timing, or even add different indicators for various minions.
I was trying to find some examples. There are several games (side scrollers or similar genres) that utilize something like this. It is there to prepare the player to react to something that will enter the scene momentarily. The only example I could find from the top of my head was Jetpack Joyride: There are exclamation marks in the locations where a projectile is about to enter the scene.
Very interesting and unique idea. Might be cool to see a full game later on. Currently, I found the interaction with the minions a bit janky. Sometimes they would launch over the screen, sometimes not. The art and sounds are amazing in my opinion. Great Job!
Other than that, I see other people have already pointed out some things.
It’s a fun concept but it could use some more work. The visual is neat and looks like it would work nicely. But the resolution and “loading UI” at the beginning hinder it a bit. There could have been some simple audio as well. But the lack of restart is the biggest drawback as people pointed out.
Don’t give up! It’ll be a great game! :)
Great game! It feels perfectly polished and it is an amazing game idea. The puzzles are well thought through and it felt like a true retro arcade. I liked how time is measured in timesteps. The possibility to backtrack your steps made the game easy to try and review. :)
The game strongly reminds me of a Czech game made for MS-DOS in 1993 called Vlak (translates as Train). It had a similar premise. I recommend playing it if this wasn’t inspired by Vlak. :D Also the second level feels like a Frogger reference.
Honestly, great job with this one. Hope to see a full release someday. :)
Wow, you have submitted this really early. :O Well done with the game, keep it up! The sound design is nice and the art is simple. When I first moved the character, I thought that the jumping felt really good and I liked the movement. However, once I reached the platforming part, it was really challenging. I’m not good at these types of games by any means, but it felt like the platforms and hazards were too tiny compared to the dynamic and fast movement.