I like it. One of my ideas was a bomb defusal game but I couldn't think of fun game mechanics to go along with it. Took me few tries to understand what exactly I'm supposed to do but once I got it it's fun. It's sometimes hard to cut at the exact time, especially without the cutter slowdown (it may feel like a powerup instead of a negative bonus). Similarly -10 second penalty seems to harsh because it pretty much means game over.
helikopterodaktyl
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Thanks for the feedback. Glad you like the overall idea. Yeah, the pacing and grindy aspects are something to think about.
Regarding drilling upwards, that's an intertesting idea I considered during the development. My initial concept didn't even allow for drilling while in the air. My original concept was that there's always downward progression. You can strategize on how much down you go and how much left/right you go, but overall you're always going down. Going up would change that directionality. I will have to implement that and playtest on how it affects the gameplay.
I think the game has potential, but there's certainly room for improvement. First I'd remove the flags and replace them with portals or something, for every gamer a flag like this means checkpoint, but in your game it's not a checkpoint. Jump animation could be a bit smoother, feels right now like it's jumping and falling at the same speed instead of accelerating.
Also I think it's not possible to self-destruct to kill the bat? I self-destructed while the bat is close but he seemed unaffected, only when I touched him he died (but so did I).
Overall better instructions would help the game, according to another commenter it's possible to shoot in the game, I didn't know that :(
I like the overall visuals and the gentle lighting effect as the character moves around.
Any reason why there's no Web build since you're using Godot?
Initially disliked the game, but then gave it another try and enjoyed it. Music fits well, the animations are cute and levels are short and sweet so that there's not much backtracking. I think there could be some extra visual feedback in the game. For example whether the adventurer is occupied and you can safely walk next to him or not. Also perhaps spikes should be considered safe after you lure an enemy into them and they got triggered already.
Also a minor thing but the back and forth twitch when moving the camera feels awkward. It doesn't show up on the early levels as they fit entirely on the screen but it's visible on later stages where there's scrolling.
The intended solution for #19 is lure the wizard with scroll to the top, then put a skull in top-right corner to lure the wizard to the left, then put a pile of gold at the bottom to make him go down next to the button and finally drop a skull to move him into the button. The weirdest part about #19 is a single tile to the right that you can collide with even though there's ntohing there.
One of my favorite parts of the game while playtesting was taking risks and having close calls with the lava. Trying to frantically find my way back while getting confused by the dead ends along the way. I'm glad you managed to make it to the red gems. I tried to time it so that you can barely reach them before having to go back, and yet I didn't want to make it too tight.
Interesting concept. Could use a bit more variety.
Also, a minor thing but the browser window moves around when pressing the arrow keys in the game. I think it needs an JS event listener attached to the canvas that consumes the event after it's handled by the game so that it doesn't propagate the event back to the browser.
Thanks for the feedback. Yes, originally there was a visual indicator in form of a text but due to how little screen space there can be for text in a 64x64 game I had to cut it and due to time constraints never added back any visual feedback. Roughly the game is balanced so that once you reach red gems with level 3 drill you are almost out of time. I guess as a developer I playtested the game so much that I can "feel" how much time I have left without audio cues. But a player wouldn't know that so there's certainly room for improvement there.
True, the drilling noise can get jarring after a while. For this jam I realized how much I rely on pre-existing assets and one of the lessons learned is to learn some basic audio editing tools and learn to make my own sounds.
Thanks for the feedback! True, it can be a bit long for a jam game. Originally it took me about two hours to beat, after some cost adjustments I can consistently beat it in about 30 minutes, which is still quite lengthy. The trick seems to be to rush level 3 drill and level 2 jetpack (level 1 is too slow to escape from deeper caves). After that you are equipped to get the reds and you can get yellows and green at a rapid pace also.
Working on the project post-jam is an interesting idea. I had some other things planned for the game that I had to cut due to time constraints. Would be nice to have an opportunity to bring them back.
Fun game. Tight gameplay and long enough. Not a fan of combat though. Attempting in sword fight means you'll lose half of the life anyway, so it's best to avoid them. Dash attack partially helps but it's not a one-shot kill either. Perhaps a ranged weapon option could help so that you could throw the sword at the enemies. Some chiptune in the background would also benefit the game greatly I think, something that goes in sync with the jumps.
I like it. Great visuals, the color palette looks great. Took me few tries to beat but once I got to the first fires I managed to beat the rest on the first try. My only complaint is that the crow mechanic isn't obvious. The "death" animation shows a crow cutting through the plant stalk, while it's only the plant "head" which is vulnerable.
Big fan of this one. For me this is the essence of a jam game, a simple concept made out of constraints (you have only one weapon and it's spinning constantly) and expanding upon that concept. No complicated story or characters, pure gameplay. Nice style of visuals and high score elements gives it that arcade element of wanting to play one more game.
Very nice entry. The gameplay is crisp, visuals fit well together. The gameplay doesn't offer much variety but it's short enough that it doesn't become boring. Because of the resolution visibility is limited forcing you to throw feathers ahead blindly. I'd like to play a 3D platformer in such style someday :)
I don't know if it's just me but for me the jump and throw feather keys were reversed.
A bit barebones. Could use some variety in the tileset. I found myself going back and forth because every corridor looks the same. Boss fight was the most fun part for me. If you get a good left-right rhythm going you can slap the enemy every time he tries to get a hit. Personally I'd drop the entire initial level and just make the entire game this kind of boss fights. Congratulations on completing a game!
For some reason, the game took 30 seconds to load on my computer. Not sure what is the cause, but it shouldn't happen for this kind of game.
As for the gameplay, I beat the game, but I still don't understand how the game physics work. Sometimes you can push two blocks at once, sometimes you can't. Is the game using a physics engine and rigid bodies? Feels like it given how the blocks sometimes wobble and stack or layout themselves in weird ways. I think it's unnecessary for this kind of game. Likewise, the shrinking mechanic also feels unnecessary. The game should work on a grid in the first place. There are no gameplay benefits brought by not being grid based, but there are drawbacks.
I agree on the previous commenter about the angry red blocks. I think their disabling should perhaps work on a timer, so that you have to hurry and think about the order in which you disable them. Or perhaps make it so that it's not timed, but you can only have one disabled at a time.
On the controls side, the fact that level select screen works with mouse feels a bit awkward to constantly switch between mouse and keyboard when playing.
I had fun overall, I really dig this kind of puzzle games, music and sound effects are nice and so are the graphics.
Fun little game. Could use some more variety when it comes to enemy ships and weapons. Seems like the optimal strategy is to just stay in the middle and hold the fire button and only move when enemies move vertically in a different column. Also I find it a bit too punishing on the difficulty side. After several attempts to get past level 3 I gave up.