Amazing soundscape!
Geoodees
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Very fun momentum based mechanic! It's also pretty dark that they talk to each other like they are best friends, as I saw it as a deeper narrative of the situation the player is in. As you said yourself, the physical and emotional connection is there, and it works. It was pretty easy to get stuck, so that is a bit of balancing you might want to do some user testing on.
Cool little system! I would say that some accessability options would benefit the design (visible grids?). Otherwise it's a fun little time waster. There isn't much more to expand with the design, so the only reasonable development is to support the current system and make it more accessable. Well done!
It's a cute premise, but I am not sure if I enjoy the direction you took the design. The screen get's easily cluttered with information overload. I can give points on creativity and ideas (it's kind of cute to have a bunch of bickering toddler-like characters), but if you want to work more on this in the future you would have to overhaul a few design choices. See if there is say way to lower the amount of content on the screen would be a good starting point.
Pretty fun physics box to play around in. I just like the idea of the character being so strong that he is able to both push and pull a bolder around with no sweat. :D
Polishing the controls a bit and making checkpoints seems like the obvious feedback I can give. Other than that, it's more about figuring out more interesting mechanics and what their consequences in the world is.
Wow! This is an amazing artstyle, setting and presentation! I want more of this!
As a fan of bullet hells, this is an amazing proof of concept. Even if there is not much material yet, you must have done an insane amount of work during the weekend. Please work on this further if you can, I want to see more from this!
Fun experience with a great artstyle. It was a bit finiky to control, as the hitboxes to click are a bit small and requires some dexterity, making it feel like it required a lot of tries. It's really easy to forget that you can slow down the game, as I forgot all about it while playing. Great level design for the jam!
The systems seems great, but it felt like I had to rush to get as many recruits as possible to not get overrun. Probably because I am not good with dexterity based games, haha.
It would be interesting to design this with more players in mind. Maybe you get to control a civilian when your PC dies? What happens if there are more than 2 players? More than 2 teams? There are many things you could explore in this design space!
Oh my god the hand-to-eye-coordination required! Love it! Really feels like an eternal punishment in a circle of hell.
Would have been nice to have another activity other than walking, maybe it would have worked better as an autorunner? Not sure, but there is so much fun you could do with an design like this if you let the paddle be a constant factor.
Nice use of atmosphere and theme! It was very clear how you play, what the goal is and generally setting the mood. In a way, the game's main mechanics do feel a bit gimmicky mostly because you have a lot of control how to handle the situations. Which is superhard to both create and balance during a jam, so getting the atmosphere down felt more important in this case. Great job!
It's clear that you wanted to design a battle system like The World Ends With You, which I want to give kudos for. It's a really unique idea that can be really rewarding, especially using two different input methods.
The design does fall kind of short however. It was almost impossible for me to coordinate both characters at one, especially when positioning both of them is so important that they always need attention. It would have been interesting if you made the keyboard character more stationary, so you could pay a little less attention to that side.
Kudos on the idea, but feels like you just quite did not make it during the jam. Please, feel free to explore this concept outside the jam!
Are you able to run other WebGL-applications? Either some other game on the website, or an example like https://files.unity3d.com/marcot/tanks/
Not sure if it will give good info, but feel free to share your browsers console log also, makes it easier for us to troubleshoot. (ctrl+shift+i in Chrome)
You made really good use of exploring the consequences of introducing new mechanics into your design. Each mechanic you introduced fit well together with each other, and you managed to do it with only 5 levels. The game feels a bit too chuncky to control at the moment, but there is great potential here.
Very fun concept for a puzzle game! Physics manipulation is a great point to start with when it comes to game design, seeing as you can mix and match a lot of attributes to manipulate. Which you succeeded with!
It's mostly a bit hard for me to have the muscle memory to make my plans work out. But oh, so rewarding when you succeed! Puzzle 3 took quite a while for me to understand, but then I got it. I had to give up at puzzle 5 though, as it demanded a bit too much from me.
Very fun experience! When you got to the more hectic parts, the game really shined. However, the game is very very slow in the beginning. The boss fight was a clear highlight!
I kind of wish this had an endless mode with waves of enemies. Then you can really strategies when to take damage for maximum efficiency.
A very cute experience, playing around with a narrative to connect the planets together. It was a bit confusing to understand where to go, so I kind of randomly flew around. I also wished it was possible to give yourself momentum from the rope easier, mostly I had no control over where I was going to fly. However, the narrative was pretty cute and gave me a good reason to keep on playing. Great work!
I saw this as a small micro game, as it's design is very simple and straight to the point. It could maybe become some form of dodge pattern in another game?
However, there are some issues with the design at the moment. First, I was always asking myself what the failstate is, is it's not clear what happens when you get hit. Then it's very easy to get cornered with no way to get out. I guess a more gentle hitbox could solve that.
Interesting puzzle game that has huge potential to explore it's design space further. At the moment, I got frustrated at the split puzzle and lost patience (sadly :() so could not finish it. Maybe not let the player decide where the cut the line, but just have two lines in play at start? In either case, it's hard to design great puzzles. Do I admire your efforts.