You misspelled "private". It's basically saying you can't declare a type (called "privite") before you set it as static. Just change it to "private" and that should fix it
Mathew Sherry
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Just want to say that yeah, it was a hard game, but you taught the player through the environment rather than through a long section of text. I felt like I was intuitively learning how everything worked, not having my hand held or just being completely in the dark. It was really fun and I played it until the end. Really great job!
It was a fun game and I really enjoyed it, so great job :) I didn't want to quit until I died and ran out of new content.
I know a lot of people already mentioned the slow-down issue, so I won't mention that. But I do think you should add more enemies together. It would be really fun to get swarmed and have to switch between the shotgun and rifle based on how far away the enemies were.
Thank you so much for trying our game out!
I agree, the player is probably too slow. We wanted to have a slower feel to the game, but we probably went too far. Unfortunately, we were only able to work with 3 colors at the start, so it was really difficult to have the art stand out haha
Thanks for the review, it helps us feel more motivated ^^
The story is really nice, however it is a bit difficult to tell what is happening on the log. How many of my people died? How many aliens? How much fuel do I have? So it's difficult to tell if I should fallback or stay there.
That said, the game concept was really cool. With some sound and a more understandable log (with the option to speed up the time because it takes a while to get enough fuel from that), I think this game would really stand out.
You implemented something really cool :D
Dang, that was good! Incredible gameplay, nice art, and the music fit really well. The mechanic was really fun and it was great that I was able to figure everything out without an in-depth tutorial. There was one part where I almost got stuck until I realized I still hadn't used the slow time/speed up time buttons.
Stellar game!
It's a fun game :D I would lower the volume of the sound effects because they overtake the main music a lot. Also, how do I plant onions? I figured out how to open the menu and till the land, but I can't restart the dialogue with the character without replaying the game. It was enjoyable, so I want to play through again and finish the game
Wow, that was super fun! I really enjoyed speedup mechanic with the coins. I think one of the levels was maybe a bit too difficult (I don't remember which one, but it was just a bit annoying to have to be *perfect* to get to the end). Otherwise, I really enjoyed it and it was fun to play through it!
Really an amazing game! It was super fun and the skill tree was a great addition to the gameplay. It gave a sense of progression that a lot of jam games lack.
For some reason, the cheat code was not working for me, so I wasn't able to try out the planet pulverizer, but it was incredibly fun even without that. Also, for the collision bug, you can solve that in a couple of ways (at least just from what I thought of now). First would be to freeze rotations on your rigidbody and rotate via the transform. Or you could have a high angular drag on the rigidbody.
Incredible job on the game!
For those that are confused: Arrows to move, X to shoot
You should probably have a short tutorial, even just text to explain that because I went through every key on my keyboard until I found the right button haha. I like the idea, but it does get boring after a while because nothing changes. You should implement power-ups for faster speed/stronger weapons/something and you should implement different enemy types or environmental effects. Overall, great idea, just needs a little more variety and it's all good :)
There is a bug where you can get the main menu overlay stuck on the screen, but otherwise I liked the concept. It was a bit confusing because there was no tutorial, so I didn't know what I was doing at first, but I eventually figured it out. You should also implement a lose screen where you can restart/quit so we don't have to restart the game. Overall, I liked it :)
I didn't have someone else to play with, so I tried it against myself. I'm glad it was turn based haha. IT was very well done and I liked how it was well balanced in terms of strengths between the different resources. It was a lot of fun and I'll save it to try with a friend later! Only critique is that the blaster sound on the main menu is pretty annoying when you're trying to read the how to play, which I don't think needs to be so long by the way. The game was mostly intuitive and you just needed a quick playable tutorial and that would be it. Great game dude, good job!
This is a pretty dang good job for a first game :) You might want to lerp the camera zoom so it doesn't come to a stop immediately/start up so quickly. Also, maybe make it more clear to the player that there is a missile coming. A halo/glowing effect, or ever just some time to react. Because the first time you see it, you don't know to avoid it. Otherwise, good job, it was enjoyable
Really amazing game for the jam! I played all the way through and loved every bit :D A couple tips: You slide a bit when you stand still on some platforms. You should add a physics material with friction to them :) Also, the art is beautiful and I loved the cell shader you have! Sometimes, though, it was a bit difficult to tell if I would land the jump because of the lighting. Maybe make the edges more obvious in terms of modelling? Anyway, loved the game, incredible job!
The game was really pretty, you did a great job with the sky! Especially how the stars twinkle faster when you move. It was a nice touch.
The game was cool, though I think there is something wrong either with the raycasting or the collider on the trees because it doesn't always harvest properly. Also, it would be much nicer to have a playable tutorial than a lot of text at first. It took a bit, but I kind of got the hang of it. Nicely done!
It was a nicely explored concept and I liked the game. Unfortunately, I really couldn't beat the yellow level. The double jumps wouldn't work some of the time, so it was really frustrating to get halfway and die from that >.<
Something I'll mention because it didn't feel like you were doing that: You can make a platformer feel like it has much tighter controls by just keeping track of when the player presses the jump button. So basically, you can have a timer for 0.1 seconds-ish and if the player is landing, or if the player had just barely fallen off a ledge, they'll still jump. It's not realistic, but can help with having a better feel.
Anyways, great job with the design and the implementation of the concept in general. I really liked it ^^