Hey, just discovered we have somewhat similar games and even released them here around the same time. Love your way of execution, and how you solved targeting for example. Would love to chat and share how solved various problems if you want.
FancyHat
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Great news! Arcane Board is coming to Steam in early 2025. Wishlist the game here: https://store.steampowered.com/app/3126090/Arcane_Board/
Really nice art and story, it works so well for the theme and gives the game personality. Gameplay started a bit slow and I felt like I can't do anything to save my stand, but that is usually the case for games with meta upgrade system. Progression was satisfying and kept me going for a while. Loved it overall, especially aesthetics and lore. Only thing I'd add is probably some simple ability at the start, to juice up beginning of the game until players get to upgrades.
Love it! Main mechanic was quite enjoyable, graphics look nice, although lighting seemed a bit weird at first. Powerups added depth to the game and were satisfying in general, the only thing is that I wasn't sure when I was getting each powerup. (I assume they dropped from enemies and I collected them without noticing). The boss was awesome addition, pretty rare quality for a jam game. Only thing I'd suggest is to experiment with abilities being activatable so that you can plan ahead, but I did enjoy having explosive powerup save me in a clutch situation, added some drama to the game.
Congrats on making your first jam game! Pretty cool, I liked the music and sound effects. There were few bugs here and there, but overall it was quite smooth. If you want to improve upon future jam experiences, my advice would be to reduce default play time a bit, since in the jam people usually try to play as many games as possible. Build size is something that's important, but for Unreal it's understandable that it will be a bit bigger. Good luck in the jams to come!
Difficulty is a bit high as sometimes you have to defend 2 spots at once not to lose. That's understandable for a jam though. Speaking of which: graphics look real neat, especially for a jam game. Love the inclusion of abilities, tho I was hardly able to get enough items for them. Maybe one on a house could do the trick. Overall pretty cool experience.
Like others mentioned, it was pretty cool, but hotseat might be an issue. I could find someone to play with, but only got one controller unfortunately. Never the less testing it out was fun and juicy, so I bet some AI would make this a banger. Could be able to play if ti could allow keyboard + controller 2 player setup.
Thanks. Yeah, it was a crunch, so balance is out of whack for sure for one thing. Regarding merge slots - it can be done by upgrading shop and resource generators, but its pretty hard even for me, so I'd definitely consider summoning the boss a win by itself. You make pretty good points, definitely will help me refine game. Thanks for the feedback and for checking out the game!
Pretty cool game, getting plants vs zombies vibes of course, tho I haven't played it. I suggest checking out "How I Got My Mom to Play Through Plants vs. Zombies" video on youtube, I really liked it. Sound effects and visuals were pleasing, I'd love to see some tooltip about what each building does and maybe enemy health. At first I felt that ground visuals were a bit noisy, but it wasn't an issue for me at all once I started playing.
Thanks, it's not a Unity game however. I made it in javascript using Playroom library for creating multiplayer games. It wasn't hard as the library is pretty good. Every player sends their current "joystick" state and the server calculates and sends positions. All the other calculations are done on the client side and once per game day I sync positions of the plants, because they are the ones that can get desynced.
I've heard Playroom are working on Unity version of their library, but I don't know how soon that will be done.
Nice graphics and sounds. I could not pick up the phone using E, tried few times. Overall there didn't seem to be a goal (or maybe there was, just had to take a call from the boss), but mechanics were fun too play with. When picking up roots, they seem to get some spooky weird physics, like flying around in circles or launching me to the ceiling.
It was a bit slow to start, pretty sure it was mentioned before that it is best to spread tutorial text over the course of the game. After reading it, there were still some problems understanding the UI, sometimes the button would press and there were no indication that I had no resources or could not do the action for some other reason. Once I was past that, somewhere after the first battle, it started to become a bit clearer and it turned out to be a game with good depth for a jam and a handful of options. Graphics and UI are nice, only some simpler user onboarding is required. Could work well as a mobile game.
Feels like a complete game, has lots of feature/obstacles, very nice transitions and screens as well as solid controls. Jumping the wall was easy and intuitive, which is not always the case in these kinds of games. For some reason camera movement felt a bit dizzy, but I guess that is due too background. Spikes didn't stand too much from the environment even with red background, so when trying to speed through I got caught in them few times. Felt like adding more acceleration to runs might be interesting experiment to try. Tooth Fairy and Naruto enemies were hilarious, graphics look very beautiful.
It started out a bit slow and I didn't get too far since I got lost after crafting a bunch of stuff and not knowing how to get to the island. Maybe I'd need to use the boat, but I could not get in. Seems to be pretty good foundation for a crafting game, animations and basic mechanics are solid, cutscene was quite cool. Found a bunch of things I can craft and play around with. Size of the game is a bit big for a jam, so that might be something that drove away players, but there was good amount of content to justify it.
Aesthetically very pleasing game. I especially like level transition effect, menu, gems jumping from the chest and animations. Overall feels pretty polished and reminiscent of old games. While controls felt solid, I think in this kind of game it would work better to have faster stop time like in Mario instead of having slight sliding after you stop running like in Sonic. I wasn't sure if pressing down was redundant to collect items, maybe removing it could be an interesting experiment to do. Overall quite a lot of levels combined with good controls/features make for a solid old school platformer.