Glad it worked out!
grumpus
Creator of
Recent community posts
Glad you're enjoying the game!
All settings/unlockables get stored in a file in your home directory:
~/.prefs/rs_data
You'll need to create a directory called ".prefs" in your new laptop's home directory, and from there you should just be able to copy the "rs_data" file over.
More info: https://libgdx.com/wiki/preferences#storage
Let us know if you need any other help transferring it over!
Absolutely fantastic. so much polish and attention to detail for how little time you had. And you took a simple idea and expanded it into so much variety. Controls are good, presentation is great, game feel is wonderful. 5/5, I'm very impressed!
Still can't get over how all the machinery and the statues in the background light up when you split. Such a cool visual detail for such a quickly-made game!
10/10 for putting in checkpoints, that's a really great detail, and one lots of people don't get around to during jams. This is a cool entry. I've seen a handful of entries with chains, but this one stood out among those. The presentation was nice, and the atmosphere of this game is really, really good. Great music choice to go with the theme and visuals.
My only critique is I wish the characters were slightly less slidey, especially since the some of the platforming requires a decent amount of precision.
great entry, I enjoyed this one!
Very original, really cohesive art style. The controls were good, and the game mechanics were really unique, very different from most of the other entries I've seen. I how organic the rain-dance feels as a game mechanic. And I loved how there were alternate endings depending on how you play. Really cool concept!
I wish the pushing-clouds controls were a little less finicky. Sometimes I had a hard time getting them where I wanted them, and couldn't really tell why.
overall fantastic job, well done!
Very fun, original concept! I love the core idea of combining characters to get new/better abilities (double-jump in this game's case). You could have lots of depth with that
The magpie character art was 10/10, and I really wish the rest of the game was drawn the same way, as opposed to having the pixellated background. Also I wish there were some kind of UI to help me tell which magpie was which, because I lost track after joining
The controls were a little slippery, but once I got used to them I could move around.
the amount of polish is 10/10. Really cohesive visual/audio style, great physics, very nice to play. Well done!
I wish there were some kind of lose condition. Maybe like a meter that goes down whenever you miss notes or hit the wrong colors, and cuts the song short if it drops to 0. That would've gotten me more involved in the gameplay and made me want to keep trying again and again to hit higher scores, or "beat" the song.
overall very well done for a 48 hour game! Very impressive
This is a fun concept. Grapple-hooking is a fun way to get around in games, generally.
I wish there were some offscreen warning for when spikes were going to fall, or some amount of control that the player had over the swinging motion. Often I felt like I couldn't predict where hazards were, and had no way to play around them. So I had to just take the hit and start at the very beginning of the level
There's so much I love about this game. The concept introduces such a great set of constraints for a puzzle game. The theme is utilized in multiple ways (head and body connection, connecting the wires with the buttons, etc.). The art and music make the game feel complete. But most of all I love the element of exploration. This is the first game I've rated where you have an actual space with multiple rooms/screens to explore and interact with, as opposed to having individual levels. Incredibly well done, 5/5.
Fun idea, and I liked the cat art/theme. I wish the camera would follow a little further behind, or zoom out as the characters separate. I got stuck a lot because the camera was too close and I couldn't see one of the two characters.
Also I think it could be fun if there were another way to lose besides breaking the link for 5 seconds. Maybe some kind of timer to complete the level? Or maybe a level designed in a way where you *have* to separate the characters in order to progress, so you end up doing it very quickly to avoid losing. It just felt a little too easy to keep them linked.
It's super ambitious to do 3d like this in 48 hours, so mad props for that! Well done!