Thank you for playing and providing input. I really flubbed the opportunity to provide good usability and player onboarding. To be 100% transparent, I ran into some unexpected behaviors with tool tips and pop up windows and did not have enough time to fix it properly and had to concede to do a final submit a couple hours before deadline. Although I learned in the process, I am very disappointed in myself for the poor usability. Along with the other feedback I received, I hear you and I am doing away with mmo - style hotbar and transitioning to unlockable abilities which will be activated with combo inputs. Again, thank you for taking time to review and leave a comment!
Figmeat
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Thank you for the feedback! I think I was overly ambitious in my planning stages and did not give enough time to properly onboard the player in an engaging way. I took your feedback to heart, and I agree. The next update I push to itch features a new way to activate abilities via combo inputs. Again, thank you for the feedback!
Thank you for this FAQ! I need just a little clarification on this situation.
Q: Can I use pre-made assets or code?
A: Absolutely! Just add proper attribution in your GitHub repository’s README if needed. Keep in mind that the goal is creativity, so avoid submitting old projects with only minor changes.
I have a previous game in which I have reused components to prototype this jam game, and common scripts, like movement, menus, etc. I am hoping it is ok to reuse a basic shell of an older game which I coded. No unique mechanics/artwork are being used, and its actually a different genre of game all-together. The previous game was metroidvania-ish and the new game is a fusion of stealth/mini-games/dig-dug. I reused basic movement controls (and extended these ), basic UI, like HP, and game management components like pause, audio players, etc. Is this within the spirit of the jam?Lol, love it! The "how to" on the abilities were great. Though, the look and feel may seem simplistic and given it was created within jam constraints, this has a lot of potential especially with juice and polish, it was really fun trying to progress and the game play was addictive to me. Loved the character, especially the illustrations. Would love to see this with more polish, as I think many types of gamers go for the dopamine hits of achieving progress in a game like this. It was satisfying to get double jumps off of the mosquito/bug looking enemy the first time. Ii didn't make it to a boss... Yet.
I liked the direction this game is going! good job overall on the jam. The things I enjoyed the most was the unique character, creature designs, and the way the dialog came in. Its refreshing to see new character types and designs because lets face its often easier to go with established ideas, and I think the concepts of creatures, environment and character were conveyed well. If I were to nitpick on things I think could be improved on(personal preference), it would be dispersing AI interaction more. It seemed front-loaded, and some of the controls/mechanics could be paced to match progress and potential places the player might get stuck.
Lastly, I did use the minimap function often. I will concede that is an area I lacked in my jam, and wished I could have implemented one like yours and in another submission I saw.
I got stuck at 5/6 orbs, any pointers?
Oh, sorry if I worded this awkwardly, I enjoy the Sonic Vibe lol! I meant when I get more time, I want to sit down and play this more. This brought back a lot of Sega Genesis memories from my childhood and I was digging the vibe. Like a comment below, someone mentioned it was fast, but I think there was a decision path taken to make it fast intentionally, judging from the dust being kicked up.
Thank you for the input dragoonreign, I felt I was going back and forth on the camera myself. Between toying with viewport and camera, I ultimately left zoom at x 3, which like you said, is on the close side. I will tinker with this, as I think this jam was an opportunity to create a template to spring off on when finally deciding to build a game to sell! Thank you!
Very nice! I loved the art style and overall execution! What I really thought was nice was implementation of mini-map feature. Very nice and easy to read at a glance. These type of games aren't meant to be staring at the mini-map to try to decipher where you are at. Very nice and usable, and full game system.