True! I'll want to add a pause menu. In the meantime, you can hit R to reset :)
jellbot
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Holy cow lol, I suddenly understand everything!
That was the final level--it was supposed to be impossible for you to get up onto that ledge, but I guess you pulled some frame-perfect tomfoolery. You were supposed to take the moveable door through the static door, ending the game.
The lag you experienced was actually time slowing down as you brought the doors closer together! It was supposed to be a cue that you should try and enter. Admittedly wasn't a great cue--in the post-jam build I plan to add some more FX.
Anyways, sorry this slipped past me (but I'm glad it'll be easy to fix!) Thank you for bringing this to my attention!
Check it out if you please! https://jellbot.itch.io/cool-dudes-entropic-door-porium
Hello! Due to an unfortunate set of circumstances, I didn't have the time to rate many games during the first few days of the jam and therefore didn't get much karma. Help a brother out? https://itch.io/jam/brackeys-11/rate/2535833
I think you'll find my game is pretty...
==> 𝕔𝕠𝕠𝕝
I was planning to work with a friend, but they unfortunately had to bail. Solo for me! Unity was our common game engine and thus the engine used for this jam, but if I had known ahead of time it would be a solo jam, I would've used Godot.
I got to use state machines for my first time this jam! Usually, my friend would have handled the movement code but I'm glad I got to stretch that muscle.
This was a very fun entry! I quite enjoyed the reflex-oriented gameplay, and it of course fits the theme perfectly. I think it may be interesting to have a payoff for collecting the treasure besides completing the level, so the player could then weigh the risks vs. gains of opening a door. But this was still enjoyable either way, great job!
Congrats on beating it! You're one of very few.
The required disconnecting components was how the game is related to the theme! You have to "lose" components, and "find" them again ',:) Admittedly it's quite annoying, oops. I plan to update this game and remove all the annoying stuff, thanks to all the feedback I got during this jam.
Thank you for the feedback! I hope you enjoyed playing :)
Thanks for your feedback! I tried to put a spin on a pretty common genre, so that could be where your deja vu comes from... The main "original" aspect of the game is how you can only move objects that are adjacent to walls, and only in directions that the walls allow. The idea could certainly be expanded on some more, but there was only so much I could do in 48 hours :/
This was a great game! The idea was very creative and was executed perfectly. I especially liked the sound effects of the ball collisions :) The only issue that I have with it is that if you move the hole under a ball while you're in the setup phase, you still lose a life (which makes sense, but it's a teensy bit annoying.) The graphics work very well with the subject matter, and the difficulty curve is well designed! Great job!
Very hard! I struggled to get more than 5 points. It is a good idea though, and I appreciate that you didn't make it as simple as "the pipe flaps instead of the bird."
Some quick tips for you:
-In order to get sharp pixel art, you should change the filtering mode to "point" in the image import settings.
-You don't have to, but it's generally a good idea to delete the _BurstDebugInformation_DoNotShip folder in the windows build files.
Nice little game! It was fun trying to discern the best strategy through multiple attempts. My main complaint would be that the tower shoot sound is a bit loud, especially when it's stacked multiple times. Also, next time you upload a unity game, you should delete the _BurstDebugInformation_DoNotShip folder! :)