Super fun game, well done, I like the pixel art too. I noticed you have a level selection system but the levels aren't saved when refreshing the page, I just learned how to do this during the jam and found it was a lot easier than I thought it would be thanks to this video. I was able to get it all working in about 15 minutes
JabbaDev
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I love this game. I can really appreciate a game that teaches its players to prioritize throwing people in an oven right away lmao. But seriously the controls/movement is really intuitive, and it's very easy to understand the game, also great art style. Probably the best submission I've played so far.
I thought this game was pretty hilarious and fun. By dragging the mouse around aggressively I was able to defy gravity which made it even funnier, but then I got stuck under the main platform lmao. It kinda reminded me of goat simulator but with a rolling pin. If you are using unities rigidbody physics you should be able to constrain it on the Y-axis in the inspector, but depending on how the movement was scripted that might not work. Or you could make #RollingPinSimulator
This is pretty impressive for 72 hours, well done. I can definitely see it being refined and expanded upon. For example on the transition between days, I would make it automatically pause like a dialogue window, and allow the player to click a button to continue. Then you can do all sorts of things there like assign randomly obtained gear to specific teammates for instance.
Really enjoyable game, love the art style, character controls, and it has a good level of polish. My main problem is after a couple attempts I had the score up to 150k and didn't feel like anything was going to stop me so I just let it end. To solve this I think it could benefit by somehow adjusting difficulty to the player skill level. It could grow more difficult over time each run, and maybe if you reach a certain score then new stuff will be added to spice up the next run. This way anyone can get into it, but it also has something to offer the players who enjoy a good challenge, and gives them a reason to play a bit longer to see what they can unlock. I understand these changes were likely out of the scope of this jam, these are just some ideas that I think could improve the game from it's current state.
Yea absolutely, a couple extra days would have made it much better, but I also could have utilized my time better. I pretty much spent a whole day making the boss song and didn't really have time to implement it properly, the boss will probably die far before the song is over so I wanted to have the song phases change with the boss phases, but also due to bugs I'm not sure anyone will even see the boss lmao. Thanks for checking my game out I'm glad you enjoy it. (I also am continuing work on this project and I believe I fixed all the major obvious bugs)
Yea there are some game breaking bugs unfortunately, even if you make it to the boss there is a chance it will glitch out. Someone else also had mentioned the German keyboard thing , If I kept working on this an input mapping system would definitely be added. Those doors are meant to be triggered by killing the 2 enemies in the hallway above the 4th checkpoint, but sometimes it doesnt work for some reason. Thank you for the feedback.
Super fun game.I liked the level of difficulty there is a nice rhythm to it once you figure it out. I think my only problem is how random the power ups can be, maybe you could have some sort of system that checks if the same power up has spawned x amount of times, then it has to spawn a different power up, or you could check if it hasn't spawned a power up in x amount of seconds, then the next power up will be that one (or just force spawn one), maybe you would only apply this to the reversal powerup since it is the only one required to win. The game was very engaging also, I was determined to win, and so I did :)
Super nice job, simple yet satisfying and feels complete. I made it to level 9, was suprised how difficult it got, but I enjoy a good challenge. I think there may be a little too much randomness in the later levels? For example sometimes it gives me the green stuff when I don't need it and other times I never see the green drop when I do need it. (I'm also guilty of this in my game lol)
Thanks, yea I agree it didn't end up feeling very complete, I definitely over-scoped this project and pretty much only started making levels on the last 3 days.
Difficult platformers aren't for everyone I suppose, but some would argue that the challenge makes it fun. I used to speedrun a game called "I wanna be the boshy", which this game was partially inspired by, if that explains anything :P
These controls are pretty common in indie games that don't require you to have your hand on the mouse, especially metroidvanias (see hollow knight, another inspiration for this game), usually F is V though.
The red character follows the theme very well I think, not only in abilities (fireball, flame dash) but in their expression red is "heated" while blue is "chill". I could see the confusion with blue though, I was going for an "ice slide", I tried to make his attack like an icy fist but I guess it just looks blue. .
I spent the first 6 days working on mechanics and at some point I had to stop myself and just start building out something playable even if it didn't make sense from a non-gameplay perspective, At one point in the last couple days I said to myself "I'm not thinking anymore I'm just developing", whatever that means lmao. Appreciate the genuine feedback though, and now I have a much better idea of what is possible in 9 days.
This is really fun! As for feedback, it's not very clear when the player has taken damage if you aren't looking at your health bar (my second suggestion improves this also) an easy fix is to add a sound effect.
The second thing is to have the health/temperature bar attached to the player, right above the player. Since the focus of the game is in the middle of the screen, its a bit cumbersome to be looking back and forth between the progress bars and the player.
I noticed you are using unity, if you aren't sure how to implement this it can be done by making a canvas, setting it to "World Space" and making it a child of the player, then you would just have to copy over your progress bars and reposition/resize them. You could maybe even remove the temperature bar, since the player sprite/controller also gives you this information.
Some of the art is also a bit hard for me to see but I love this game overall, you did a great job as a solo.
Thanks! Yea something I did last minute introduced an unfortunate bug where the end boss has a chance disappear when you die anywhere in the game (you will know this bug has happened if the song changes when you die). I will be surprised if anyone sticks it out to kill the boss, but in my defense I did beat it once without encountering any bugs :P
https://itch.io/jam/paint-jam-2021/rate/1023243 I would have loved to include a WebGL build but I've never done one before, I spent a few hours trying to resolve webGL errors and finally got it to build, but it was pretty broken. Some audio effects weren't working, and there was very bad performance issues.