Thank you!
Franchovy
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Yeah, an end would make sense too! I was imagining a timer (e.g. 2 minutes) for you to build as far as possible, and then it restarts.
The thing that felt a bit uncomfortable was the "endless" style, which kind of progressively reset your progress and made it less motivational to get back.
But those are just some game design nitpicks! Overall the mechanic was very fun to play with and I'd love to see it used in a bigger game. Definitely gonna try out Box2D in my spare time.
Thank you for the nice comment! We're gonna consider the rewind feature... not sure if that would take the equivalent of 2 jams to implement :D
My question is... if the ladders were fixed, would there still be a need for rewind? (I'll take the blame for the ladders... spent a good 10 hours on them and only fixed them by 50%...)
Very fun game here!! A very well-executed concept. Personally felt more adept to this game as a visual-memory game rather than all the words/number based ones.... hahah. I also appreciated the extra tools available like invert/fill. Would have loved to see them in a bouncy/flashy UI but having them there in the menus was already a great help in certain cases.
Lots of fun! I really enjoyed the creativity here with the mechanic, the rotation to move felt like it was well balanced (you got the Box2D parameters right!). It was fun to try and get it the stick either to jump as far as possible or to build a steady bridge.
For the jam, I would have liked to see a little more "game", since once your bridges disappear, it's a bit sad :') Maybe a timer that calculates your high score and restarts you from the beginning afterwards, rather than being kind of open-ended. Hopefully that makes sense :)
I feel like this mechanic could be a foundation for a much bigger and more interesting game! I felt I wanted to climb up, down, carry objects with me and go even further to the right. Anyways, nice work for the jam!
For context, this was the conversation that happened inside TeamNameHere:
Creative Director: It's worse!
Content Director: It fits the theme
Creative Director: Let's do something else with the B button!
Content Director: We don't have time
Creative Director: Then let's just remove it!
Content Director: No sorry
Creative Director: Everyone who plays agrees that it's worse!
Content Director: Yeah but the theme
Rae, you've outdone yourself here!! Huge fan of the overall idea and execution. The game was very fun and the context made it that much more playable. The "three strikes" coughing was hilarious, and losing, rather than creating frustration, would get me to crack up picturing this poor fella getting boo'd off-stage!
I personally enjoyed the hard mode variation, it was nice to have that!
Amazing well-rounded execution, fun concept, really well done.
Very fun to play! I liked the cute and ironic humour, but I spent some time worrying if I needed to remember the contents of each of the notes. (Probably was tested too hard by @toad).
It's a shame there's no timer or any game element, but the overall chillness of the game and the mixed cursor/crank mechanic was fun to use. Made me want to plug in a USB mouse to go faster.
Fun!
Right-down-my-alley-kind-of game! Huge fan of arcade games like this. I love the rocket launching from towers A and B, the shoot-to-release feature as well. The sprites are really tiny but not hard to hit, and the speed is just right.
Only thing is that the rockets target broken towers which makes things very easy! In theory there is no incentive to keep all the towers alive, just one next to a missile launchpad 😁
Very fun game to play!
Awesome game!! Spent way longer than expected playing it - the first few minutes I thought I was going to be very bored. Then, the idle game mechanics kicked in and I quickly realised I was going to keep my playdate running for at least 30 minutes on this game. Very successful. Would love to see more graphics and game complexity.