Yeah, I get the info dump issue. I literally thought as I was writing the tutorial "I'm writing a book here". The UI bugging is annoying, because I released I've not used relative positions for all the UI elements. Which I would have seen if I thought to test on a screen that's bigger than my laptop. Live and learn I guess. Thanks for playing.
jam_bone
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Hi, thanks for the suggestions. One of the issues I definitely had was that I didn't really have the time to balance everything. Like the operational points. I did originally have a limit to how many moves you could do with the intel, but since some of the battles happened so quickly after each other it made winning really difficult. So instead of balancing that, I decided to remove it and hope the cost of moving the intel would be act as a limit. I'm not sure what happened with the end screen. I've been trying to replicate it and I can't figure out why it did that. Maybe something to do with screen sizes? I'm not sure. Thanks for playing.
Hi, I gave it a good college try and played a few times. The art style and the music are all really good and very well done. The main issue I found was that when pressing restart it seemed to break the game. You'd go to the first mini game then instantly die. I had to just close the game and reopen every time. Also, skipping the cutscene causes you to die instantly as well. On the wiretap scamper there was no instructions on what to do so I just wildly clicked. I get that you're going for the quick puzzle thing like dumb ways to die. The lack of instructions wouldn't have been so bad if restarting was quicker and easier.
The game has a lot of character. It's clear that you put a lot of work into designing the layouts of the maps and into the game assets. It felt like the collision boxes on a lot of items were too larger, this caused me to get stuck on scenery and on doors. Maybe the stakes could have been raised a bit by having to avoid guards ect whilst trying to get out of the area. Just to up the difficulty a bit. Good entry.
I really loved the art style of the game and all of the menus. Everything looked incredibly professional to me. I ran into a few issues during the game where the enemies would get stuck in each other or on the edge of tiles. I would have also made the bullets bigger and add some knockback to the player. Just to make it more clear when you get hit, or when the enemy gets hit. Good entry.
I thought the inclusion on photography was a nice choice. The inclusion of a separate hand drawn map was really interesting, and I think there was a lot of potential for an exploration game with the separate map. However, there were lots of issues that meant I couldn't properly get into the experience. The decision to tie the movement to the arrow keys meant that the scroll bar on the screen would move at the same time as the character. If you tied the movement to W, A, S and D this could have been avoided. Holding down the arrow keys led to running through the map. If you made the movement trigger on button up instead of button down that would have made the game more playable. Also, for me on chrome, I couldn't click on the entry box to write in decisions. The music was very relaxing.
You incorporated the backstory well, I actually feel like I've learnt something. The music created a good atmosphere and the 2d art was very well done. I had issues with loading on chrome. It took a few minutes and when it did load it wouldn't play when I pressed the play button. So I had to do the windows install and that worked okay. I kind of wish the river ride had the same art style as the cutscenes, maybe that would have fit better. The boat also got caught on the shore in a few places that felt unfair. Anyway, I really liked this entry. Congrats.
I liked some of the art assets you've made, and you've clearly put effort into the interactive story elements. But, without any form explanation or instructions, I really had no idea what I was supposed to do. I tried playing a few times and died on day one each time. At least Boston is British again, so that's a win.
Nice entry. The opening was very atmospheric and the music was fun. It was impressive the way you made a full miniature town for the jam. I wish there was a way to speed up movement due to amount of backtracking. Also, I had to turn off my anti virus software to get the game to install, which felt very sketchy. A web build would be really useful in future.
Really loved that hand drawn art style, the music was cool as well. I had an issue with the screen size, it was bigger than my laptop screen and I didn't have a way to change it. That meant I couldn't click certain buttons. I think it would be interesting if the lower difficulties had smaller words. I struggled at the lowest difficulty, but i'm also a very bad speller. So that could just be a skill issue on my part. Good game congrats.
Making a 3d game in Phaser is really impressive. There's some nice music. The idea of freeing the land with your magic power is interesting. I think to bring the game to the next level, there could have been a bit of story (inside the game) to explain why we're doing what were doing. Also, the enemies feel a bit spongy at times, and it would have been nice if there was some sound affects to give feedback on projectile impacts. Good game, congrats on your entry.
Really cool game. The way you did the tutorial level at the beginning was very clever. The was a robust upgrade system that made it worth while continuing and fighting harder enemies. I think would have helped the experience if you had a short background track to lost yourself in whilst circling around shooting at enemies. Also, maybe the hitboxes for the cells could have been a bit larger to make it easier to pick them up whilst moving around. Good jam entry.
Flock yeah, good game. I liked the minimalist art style for the fish. I think it might have been interesting to add different features in the water, like some coral reefs ect, just the break up the blue a little bit. As it felt like i was getting anywhere at times whilst looking for food. I think maybe the speeds of the fish you control needs tweaking a bit. This has potential though. Congrats on finishing.
Nice collection of mini games here. There was a lot of work put into this. I think there could have been more polish in certain areas. For instance, the scene transitions between games could have been less abrupt. Also some levels bugged out for me when it would take me to a level then id instantly lose. Congrats on finishing.
Really, really, incredibly good. Probably my favourite entry in this jam so far. I was always on the verge of losing, as a result I was really invested in winning the boss battles every few rounds. My only suggestion would be to make the icons a bit clearer, maybe the mana producer should have had beaker icon or something as I kept getting mixed up between that and the building that slows knights down. 10/10 would play again.
Really cool puzzle platformer, very strong visual design. I found the fonts a bit tricky to read at time as sometimes the edges of letters where almost faded out. On pc I think it might have helped if there was a button the stop the character if they're near an active intercom. As flipping between trying to press the character whilst they're running and turning on the power at the door can be tricky. The story elements where also very good. All in all, great entry.
The sword is very satisfying once you have a few of those upgrades in. The arts also very strong. As mentioned in other comments mentioned, it kind of needs enemies of some kind to ramp up the difficulty and have a reason to keep playing. I also think it might be interesting if the things you collected from the trees and rocks could be used to buy specific upgrades and stuff. It's a very good start to a game. Congrats.
Visuals are very appealing, the sound design was very good. The design of the main character was pretty cool. I think it has a lot of protentional if you where to develop this into a full game. Two things I noticed, its easy to get stuck in rock when teleporting, and I think the enemies don't take damage unless they can visibly see you (I might be wrong on that, its just what I thought I could see when attacking one of the enemies). Good entry, congrats.
So, once I got the game to work properly it was a cool game jam entry. Nice visual style, you mixed it up with the boss which was good. But, I had to spend five minutes refreshing the game, looking through the comments ect trying to get the game to work. Once it worked it was pretty good, it was just those bugs id work on in future. Good entry.