Awww, awesome! I'm glad you like the ideas - they're yours! I look forward to seeing your future in gaming :-)
illichai
Recent community posts
This is super clever, very cute and quite fun! The caffeine made the game basically impossible as the controls aren't exact enough; you may be at the cauldron but if you're not facing perfectly on the cauldron, the ingredient won't go in, and if you press the button to adjust, you go across the screen. That felt more frustrating than challenging. But other than that, this is a great game and I think it has a lot of potential. I hope you work to make a full version.
Definitely a great interpretation of the theme. I love how the line of people act as a health bar - Mark would appreciate the dual purpose of that mechanic. It also allows for the opportunity to add more challenge in a full release. For example, the player gets a higher score for more people saved; this incentivizes not losing any individual, but also opens up the opportunity to try and save trapped characters. Doing so not only increases your time on the level - allowing the fire more time to spread - but it also adds another link in the line of people, adding difficult just like Snake does.
You could even give people abilities; the only example I can think of is that people wearing blue shirts release water when they die, extinguishing the fire a few squares around the line and thereby helping give the line a chance to reach safety.
Another idea for a full release: make the dungeon a puzzle? So there's multiple doors and not all of them lead to safety? Idk, I realize that's a complicated idea, but it's just a thought. Anyways, great submission! (Also, love the name!)
This is a super original idea! And the backstory really opens the opportunity to discuss issues of class, oppression, etc - while being inoffensive since the "colorful" characters at TV sets. It's also smart that that you included different types of characters, adding to the challenge. I found it difficult to click on the TV sets, though, which felt more frustrating than challenging. Overall though, good submission!
This was a clever idea - the babies were certainly out of control. I think the difficulty was compounded by the fact that there were a lot of times where the offered items weren't needed and the needed items weren't offered. I think that makes for too much "out of control." Also, I may be wrong, but it didn't seem like losing the disguise would matter - the babies always took the items and their states would always change. Perhaps if the babies wouldn't accept the items without the babysitter being disguised then it would make sense and seem less incidental. Your game definitely has potential. I could see you scaling it up so that maybe their are different levels; like more rooms open up and the babies start roaming around. Or maybe, if the babysitter wants the bottle, it has to go to the kitchen, but the diapers are in the bedroom and the pacifier is dropped wherever the last baby was that used it? Maybe in later stages, the martian also has to answer the door - so it better not forget its disguise!
Anyways, good job!
Clever idea! I like the police attacking from the sides and, at first, I thought not being able to backspace was a problem, but I was also going to argue that it's easy to just type in a command and wait for the barrier to arrive to press enter - when I played hard mode, I realized that not allowing backspace punishes players for trying to abuse this tactic, so I realized that that limitation was clever. This game certainly has potential. Good job!
Your game is great. The art is beautiful and the concept is a great interpretation on the theme. I think "Die to Win" should occur less frequently (in my game I got it at least four times) and it made it easy once I figured out I could just jump in the lava. More enemies and more objectives would add longevity to the fun of the game - and it could easily make for a super fun multiplayer game. I hope to see this one as a full release. Great work!
I love this game! It's so cute, so original and very fun! I love how hard it is to reign in my pet dino. In my first play-through, I forgot about L-Ctrl (even though I did read the instructions) and tried countering the dino by moving in the opposite direction. Even though I wasn't playing it right, it was still a lot of fun! In my second play-through, this mistake helped me to see the beauty of the Run mechanic; it allows you to successfully counter the dino, but it also means risking that you run into a more populated area, which instills this game with a back-and-forth style of tactics. Do I sprint away so that Dino doesn't eat that dog, or will I just run into a larger group of humans and dogs? Brilliant.
Perhaps this could open up a means for scoring; so at the end of the level, we see our total casualties as well as a breakdown of the number of dogs versus the number of humans. This would support the decision-making aspect mentioned before. You could also add environmental hazards to increase difficulty. Ooh, and maybe the player can find new leashes; short ones might make it easier to prevent the dino from snacking on a bystander, but would also pull the player into the range of environmental hazards, while longer ones might make it easier to avoid hazards, but harder to control the dino. I'm no designer, just a player, so take these with a grain of salt - I just liked the game so much, I can't stop imagining how you could scale it up for a larger release.
Anyways, great work! I've probably ranked a couple dozen games so far, but this is only the third game to which I've given a perfect score. You earned it. I hope to see a full version one day.
So I agree with Impbox Games below that, while the presentation is great, the completely random nature makes it difficult to play. It is indeed "out of control" but to such a degree that it takes the fun out of it. Like Impbox, I completed the first level after figuring out that I had to commit to the direction I was moving in, which was fun to figure out, but couldn't finish level 2.
It is a really fun idea though, so with just some minor tweaks it could easily be a complete release.
Great work!
I'm not sure if I just couldn't get it, but I couldn't survive past the first round :-/ Either way, I like the animation and I think the idea was a clever way of interpreting the theme (the character lost their control of the country). With a simple tweak to the combat, this game could definitely be a full release. Good job!
This is definitely a clever interpretation of the theme, and I loved the cute graphics. I agree with the comments below that the game could use a tutorial, but with that, the game could definitely work. It's especially nice that you thought to make a two-player game, while most only make a 1-player game, so that was a smart way to stand out.
Yeah, so this is an example of a game that focused more on the theme than on being a game - though the opening text makes it clear that this is intended, and indeed, quite tongue-in-cheek. I'm not sure if I just missed something, but there appears to be no real objective. Perhaps if there were a goal, and a mini-map to help orient a little (though maybe there can be fog-of-war or something so as not to give the game away completely), this could have more mass-appeal, but as is, it's really just a GMTK Jam 2020 submission and not really a game.
The art style is beautiful! And I loved the character in the home screen, looking all cute just sitting there. This was fun and it was awesome that you implemented little challenges, like hitting the ambulances, etc. With different levels, and maybe objects/enemies that you have to avoid, this game an easily be made into a full release.
Definitely fun and original, but it took me a moment to learn how to shoot as I didn't see any controls in the game or your page. I can easily see how this could be scaled into a full release. The blood animation made me think that you could have enemies (like sharks, for example) that start to chase the diver when they bleed, creating a whole new level of difficulty. Great work!
Great twist on the cube-movement puzzler idea; losing control then having to find a way to regain that control is a great interpretation of the theme. It seemed (to me) to get too difficult too quickly, so the difficulty curve may need to be smoothed out if the game were to be scaled into a full release, but it's definitely a marketable idea. Great job!
Wonderful game! The character is super cute, I love that it "talks" to us, and the idea of it wrestling control from us is clever and original. In it's current form, the fun wears out fairly quickly as the obstacles never change and there doesn't seem to be any telegraphing of the rock, which makes it feel like eventually losing all the health is inevitable. If there were different projectiles, varied in how they come across the screen, how quickly and how easy they are to telegraph, as well as different platforms and obstacles, this game could easily be a full release (and yes, I definitely understand that these things likely weren't present due to time constraints, so this is certainly an amazing game to have come out of a 48-hour period).
Great work! Yours is only the second game I've given a perfect score to in the Overall category (not to imply that my votes are particularly important, but just to express that I'm conservative in handing out perfect scores, so when I do, they have to be worth it).
Great game! Very original, and a super fun puzzler. I think this easily be made into a full release (with more interesting art and a more levels) but I finished multiple levels by stumbling into an answer. That's cool in the sense that there are many diverse ways of completing a level, but it also creates this issue where, once I have an idea, I don't need to fine-tune it to win, I just need to move things around until the stroller just happens to rocket into the finish line; in other words, I'm brute-forcing the solution rather than solving the problem. But definitely a great submission, especially having been made in 48-hours. Great job!
It was awesome that the maze was always moving and changing, the requirement to use Q/E to rotate made it feel kinda tense, and the map was very helpful. With more interesting art, more levels and varied enemies (perhaps there could be some enemies that are static, some that patrol, some that teleport randomly, some that shoot slow-moving projectiles when the character steps onto the same plane, etc.) this game could definitely scale into a full release.
P.S. I love the win screen, that was funny.
So definitely fits the theme, and it's a great execution on a simple concept, but it's not the most fun game, tbh. Perhaps that could change though with just some small adjustments to the mechanics; I'm no designer, so this is just the opinion of a player, but it may have been more fast-paced if it were a little easier to grab the squares? It felt as though I had to click in the exact center of the square to catch them, which isn't unfair, as it does increase the difficulty, but if it were easier to grab them, I would go faster and the game might become more manic. I understand there might be technical limitations to this, as there might be issues when two or more squares are within close proximity, so Idk if that's helpful really, but that was a thought I had.
As with many games in this Jam, I'm unsure as to how this game could scale with a public release (all I can think of is the implementation of a High Score board to compare with the rest of the world, but ultimately, how long would that hold interest?), but it's definitely a great submission to have come out of a 48-hour jam, so I'm excited to see your future in gaming. Keep up the great work!
It's good. An original idea, but it's a little difficult to really get going (I agree with remco below, that you can make a mistake, and after that it's difficult to recover back to where you were), though I will say that when you do get the momentum going, it's quite fun to bounce, water, plant, bounce.
A quick side note, it's hard to see how the game could scale if it were made into a full release. Perhaps there could be puzzle aspects, if the controls weren't so difficult?
Great interpretation of "out of control" though (in terms of the out-of-control plant, not in terms of the difficulty with using the controls themselves; that seemed incidental and not an intentional aspect of the theme). And I love how the character changes colors when it has water - that was a smart idea!
Great game! This is the first game I've played so far to earn a perfect score.
Many of the games in this Jam that I've seen played, or played myself, put so much focus on the "out of control" aspect, that there isn't really much game to play - you just play to see the loss of control and that's it. This game, on the other hand, doesn't lose focus on being a playable game. Yes, the player loses control, but that loss equates to a solid puzzler, rather than some gimmicky effect. It could easily go to market, requiring only the addition of more levels.
Even more to the point, because the puzzles are clear, and due to the perfect platforming controls, the puzzles don't make the player feel like, "well crap, how do I proceed?" You know how what you have to do, you just have to figure out the timing and how to combine the controls.
Side note: as a testament to how on-point the controls are for the demands of this game, I stopped just before the treasure box way too many times - even in the very last "puzzle" - because I'm so used to platforming characters with inertia, and I was subconsciously worried about overshooting the box.
Edit: I forgot to mention how much I loved the cute graphics and character model!