Nice optimization game! It took me a couple runs to figure out all the mechanics, here is my best score for today:
Jérémy Bouin
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Thanks! The background images are rendered as a tile grid where the corner points are displaced using a scrolling noise texture. Layers that are closer (like the bushes in Autumn Forest) are displaced more, some are not displaced (like the tree trunks) and the sea only uses horizontal displacement. The slimes in Infinite Tree Pinball use a similar technique: they are rendered with points around a circle that are displaced based on a “jelly” physics simulation inspired by this technique: Physics of JellyCar: Soft Body Physics Explained
Glad you liked it! The game has a bug where you can use the level-up perk shortcut (S or D) even if you don’t have enough XP.
Spoiler
Without using this bug my best score is 37 eyes, the slime has a spell that allows it to gain a level. You can then kill it to get the XP back.I ran out of time during the game jam to make the third level, after the rating period has ended (in ~2 weeks) I’ll update the game with bug fixes and more content.
Hi, thanks for playing and speedrunning the game, I had a lot of fun watching your runs! I initially added the timer since I wanted to have a leaderboard for "sum of best" time on the Newgrounds version but I didn't realize it would be annoying for full game runs. I think I'll change it to default to "continue" and make the "retry" key shortcut work in this menu. Ideally I should add an options menu for this game as well but I'd prefer to spend my dev time on new projects :)
Since I'm not familiar with speedrunning, do you think it would also be better to buffer menu inputs before the menu appears so that the run doesn't depend on who presses "continue" the fastest or do people like having to spam the key?
Very fun game! I enjoyed the various enemies and bullet patterns and the dash was so satisfying to use. It took me some time to get used to the controls but thanks to the tutorial I still managed to get all A ranks. I wish there was some details on how ranks are calculated and maybe a more difficult rank for replayability. Other than that the game felt very polished and the chiptune music was great. Good job :)
Another pinball game! I like how you can control the ball like a regular platformer but still have to unlock stuff and score like a regular pinball. I also like the minimal music and some of the level design and movement reminded me of Sonic. I got a bit stuck in level 3 and 4, I think some of the mechanics could be clearer and I found the scrolling text a bit hard to read.
Other than that I had fun trying to figure out what was going on, hope you get to continue working on this :)
Cool idea and presentation, I like the swapping mechanic when pushing against a wall and the target shape still being visible on the top screen is a nice detail. I don't know if that was intended but you can disconnect a shape using the target squares and still push the remaining blocks together even though they're not joined anymore. I found the game to be quite easy but still very fun to play. Great job :)
Thanks! I used the OimoPhysics engine for collision detection/response. Some of the movement is custom, for example when rolling on a rail the ball is not simulated and just follows the curve. Or when nudged the ball will not be affected by gravity for a short time to allow it to go through straight horizontal gaps.
As expected this game ended up being very addicting, I'm not very good at survivors but managed to beat 2 modes after maxing out the shop. I found the pistol to be harder than the katana, maybe because I played the katana a lot to farm chits.
Just nitpicking but it looks like the best run text only showed the time from the last run. Also I found it hard to tell when I got hit, especially when the screen would get busy towards the end.
Anyway there is a lot of content for a jam game and I had a ton of fun experimenting with different item combinations. Looking forward to playing the full game!
Cool idea, I like the simplicity of using monsters as attacks and the music fit the game perfectly. I don't know whether controller support was intended but it looks like it only works for movement and other buttons didn't do anything. Anyway that was fun, I didn't manage to get the good ending but the bad ending was very unexpected haha
Here is my Day 4 submission in case you'd like to work on a sci-fi top-down arcade/action game: https://jebouin.itch.io/galactic-crate-runner
This project gave me many ideas, here is my version for day 2: https://jebouin.itch.io/dungeon-painting
I'm new to Unity so I didn't have time to add a lot of content and it's also quite buggy, I can't wait too see all variations of this game!
Here is my entry in case anyone is interested in continuing a small physics-based puzzle game: https://jebouin.itch.io/connected-planets
That was fun, I liked how intense it can get after a few rounds! Unfortunately the game also froze for me after maybe 20 or 30 rounds (I kept choosing the fire rate increase bonus).
Unless you plan on adding more important entities to the game, I feel like the minimap could be replaced by an arrow pointing at the boss on the edge of the screen. I was only using it to aim at the boss but maybe I missed some other ways to use it.
As others have said there are many ways this kind of game can be expanded, I'm curious to see if you get to continue working on this in later rounds. Great work!