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evengy
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Hey everyone, here's predicted results for the first round in no particular order:
P.S.
the devlog about predictions:
more data with predicted scores: devlogs/GDKO 2025 round 1 predictions at main · evengy/devlogs
Awesome post!
I'll just add here some datasets for round 1 of this and previous years:
https://github.com/evengy/devlogs/tree/main/GDKO%202025%20round%201%20prediction...
Awesome game! I love time dilation...
This game is super addictive and it has a very good potential :)
I would suggest you to make starts on the background to use parallax effect - that would improve visuals (I know this one is the mechanics round and you nailed it)
I think this game could be expanded in many directions, I would love to see it in the upcoming rounds ;)
Great work!
hey :) Appreciate the card game :)
You have very intuitive game loop, which is good :) both mechanics are implemented well, but for the sense of progression I would've loved to see more feedback... I know it is hard to implement it in card games in short time, so it's understandable.
From what I've noticed your game assigns scores to each player when we draw normal card (or normal after special). I think would be nice to have this value revealed after card falls on the table for each player. You can reveal the normal value first and then you can reveal the special card. I think it will give a nice feedback to existing gameplay.
Also, I would give player a choice. Say instead of just a draw button you can place 3 cards on the table and say they have 7 points in total. I know it would technically be exactly the same, but gameplay-wise it will create a feel of a choice, which I think is important for the progression :) And you can also let player to choose to fetch the normal card or a special. And add some gamble to it, say if you fetch normal card you have better odds for its value.
All in all, you have a nice foundation and it has a good potential :)
Well done ;)
Man, you checked all boxes! a very solid entry, straight to the point. And I liked how many elements (double jump, wall jump) you implemented and all very well! I appreciate the tutorial, was well done as well. The level design is clear and I like the dynamic feel of the game. Really great job, 5/5!
sorry for the sc, itch having some issues it seems like, was trying to submit this for a while already :
sorry not the third room - the sixth
Edited:
In the 9th room you have buttons that you can touch to turn lasers off. But there is no feedback when they will be back on again. So I was standing on the button for a while and learned that lasers are not going back if I am standing, but when I starting to move they actually already had a countdown and they went on very fast and I didn't have time to react. I think some information on when they will go back would be really helpful in these situations. One small nitpick on the button itself - I learned that this is the button because I saw the lasers turned off, but it doesn't really move down when pressed - I would recommend to add some feedback here as well :)
Again, the game is great, it perfectly aligns with the task, and the sense of progression is 5/5 as well, both mechanics nicely working together... Well done!!!
Hey ☺️ thank you so much for giving it a try and for the feedback.
Ye, the leaderboard will not "update" after refresh. I think this is an inherited issue of webgl builds in general, unfortunately you can't tell that you is you without storing some identity or cookies... I will try to think of something else though 🙂 thank you for a good idea for one of my next devlogs 😋
Hey thank you so much for the feedback and for streaming 🤗
Tbh, I didn't expect this game to be picked up by anyone yet because I literally just started to work on it and it's like one or two days in development 😅
I just wanted to see how the drag and drop feels 😂 but I hope to make it playable soon 🤘
You don't need to develop an entire game under a week, just follow the task and you will be more than fine. Statistically AAA game released only for desktop has less chances to make it to the second round than underdeveloped game built for web. So what I am trying to say is that it is not about how much time you can invest in development, it's more about following the task, in the end it is not a "sprint" but a "marathon" type of jam.
Tbh, very addictive gameplay :)
I think this game has a hight replayability and it has a great potential!
I would however improve a couple of things (just my nitpicks 😁)
- The tower placement is a bit odd - you have to press a button in the left upper corner and you don't have control on where the tower will appear in the game. Sometimes towers were on top of each other and it is hard to pick which one I want to move. Sometimes a tree could spawn on a tower but I don't want to move it so I have to be careful.
- I think would be fun to let player to move towers as many times. That would let you to introduce a mechanic when a player can expand the borders of the kingdom and push wolves miles away. I also noticed that they spawn in a close area around the town only when I was trying to build towers further away on the map.
- Also, nice touch with the leaderboard (though I would add a text field to let player to write its name so the score would be more personal)!
Overall, this game is very fun to play, extremely addictive! Well done and good luck in the jam competition 😉
I really like the colours of the game and the artstyle in general 😊 It makes the game feel very cosy. My level of painting skills unfortunately forbids me of bring games with custom arts to life 🥲
I also like the reversed roles for tower defence genre. It's funny to have villagers attacking zombies and skeletons and be afraid for your army of the dead :D
And very nice touch with bones in the fonts! Fits the atmosphere perfectly
Well done 👍
I really liked that you added "flappy bird" mechanics, even though the hurdles already had enough of content. But small additions like this one make the game so addictive.
Every round has a unique feature that makes it challenging and rewarding: hurdles - flappy bird mechanics, hammer - very narrow window to let go and bushes on the way that you need to avoid, long jump - a stone that I didn't manage to avoid, but if you fly close enough to it you can get like 4.6 or something, high jump - the initial positioning is very important because if you manage to stay in the center and jump straight up, you can get like 6.2.
Overall this game is an amazing experience, extremely addictive, every level is thought through and very polished.
Quack!