Thank you so much for the kind words. It means a lot to me.
Ian Harrower Games
Creator of
Recent community posts
yeah, it is not super clear at the moment. I want to add some partials that move towards the timer when you collect.
Collecting an arrow extends your time by 0.5 seconds. Currently, the time until the suspect drops increases by 1 second per level. So early on, it is not critical you collect many. But as you get into the later levels, you need to collect almost every arrow to succeed. If I continue to work at it I will try to make this more clear and work on the progression.
https://github.com/jcornaz/play-jam-4/releases/tag/play-jam-4-submission seems to load on the device and start. Woohoo. You did not include a buildNumber in your pdxinfo, so anyone who tried it previously, it will not get overwritten with the new version. I locally edited the pdxinfo to make it work. I would suggest this pdxinfo that changes the name to be more descriptive, ads a non-zero version, changes the bundle id and updates the buildNumber (although since I changed the bundleId it wasn't needed)
name=LiftUp
author=Jonathan Cornaz
bundleID=com.github.jcornaz.liftup
version=0.0.0.1
buildNumber=2
pdxversion=20000
buildtime=753444725
It plays. It took me a few tries to understand I needed to use the crank to move the lift (the instructions are right there on github, I just didn't look outside the game :) ), but I think i understand how it works now and progressed a few screens. I will play and rate now. Congratulation on getting it working!
Thanks for playing and for the feedback.
yeah it was definitely my intent to make each level unique, with a new character, a story that progresses, and different level design (arrow patterns, maybe new mechanics like things to avoid). If I continue after the jam, that is the direction I will try. I am not fast at doing the profile and main sprite, so given the time constraints of the jam and working along it just got away from me.
Right now there is 1 second added the the release timer each level. So more and more arrows are needed each level to make it to the capture. So it does get harder and eventually mathematically impossible.
If others might have trouble getting this game to sideload if you have loaded games with a default "com.organization.package" bundleId in the past. You can unzip the zip, edit the pdxinfo and change it to like "bundleID=com.organization.counterglass" and might as well set "buildNumber=2" and then rezip it should sideload.
I really enjoyed this. As a rule I generally dislike accelerometer controls, but this was fun and well done. Minor issue that the pause menu is awkward (upside down). The game is pretty loud, so the first thing I did was go into lower the volume, but the menu is upside down and controls don't match the visuals. It is easily resolved, but I thought I would let you know.
It appears that currently, if you crank the wrong way, you need to undo all the wrong cranking when you crank the right way. So cranking clockwise 2 turns, you then need 2.5 turns counterclockwise before the undo happens. This got me very confused (and honestly a bit frustrated) before I talked to others and understood what was happening.
I would suggest not accumulating the negative rotations below a min value.