Glad you enjoyed the music :)
jo--garden
Creator of
Recent community posts
Hey, very happy to hear your positive feedback! The boss's name is supponsed to be pronounced "square squared" lol :) The track I made for the game is available at https://soundcloud.com/jordan-675022928/lnuq3pzcd4qm, with all of the variations you can hear in game, and including the boss theme. Give it a listen if you're ever interested!
My problem with the levels is not that they are not challenging enough, but that they feel incompatible with how the character controls. If I were to design these levels with the current character's movement in mind, I would probably get rid of the enemies altogether or just make them die in one hit. I would also get rid of the puzzles and replace them with pure platforming challenges. That's because I would want the game to focus on speed and precision rather than solving puzzles. If I had to make a character controller with these levels in mind, I would probably make the player character and enemies slower, and give the character smaller jumps. Don't take my word for it, cause I have no idea how these things would actually affect the game in practice. This is just my opinion, and I also have limited experience in designing platforming levels :)
Another Keven, George and Mando banger! Expected nothing less. Getting a minor nitpick out of the way, I like that the music gets a bit more intense whenever Debbee's in danger, but I think the change is too abrupt and a little bit jarrring. It should be more of a fade.
Though the game looks amazing (shoutout Keven), it is quite visually overwhelming, with the bugs, all the enemies flying around, trails following the player characters, etc. It is often hard to tell what's going on.
I wish there was a more obvious visual indicator of Debbee's HP, as well as some sound effects whenever you defeat enemies, or whenever Debbee get's attacked. These things might help in making the game easier to understand.
So the character feels very good to run around with, with a lot of speed, tall and easily adjustable jumps, and almost no momentum. It does make me wish that it was used for a more of a speedrun-focused game with tighter platforming challenges, rather than a puzzle platformer. For some reason, the shooting feels kinda delayed and only happens like half a second after you actually click. Also, it's hard to tell if you're doing damage to enemies at all. For those reasons, I found it a lot more fun to just run around the level and complete it as fast as possible than to stop and fight each enemy. The parallaxed background and foreground look really good, but I do wish there was a bit more music variety. The same song is used throughout the entire game, and it felt repetitive after a while.
Hey, I am very glad that you enjoyed it! I have a rough history with the Unity Engine's browser builds, so I decided to save myself some time by not worrying about it for this jam. For the Linux and MacOS builds, I have considered making those but then realized that I hadn't installed the tools required to do so. Whoops!
I definitely intended to make it a wordless game at first, with a made up pseudo language and all, but that would have made the calibration screen difficult to implement in a way that makes sense to players. The title is just a remnant of that original idea, and also I think it looks cool :)
The voice acting is very entertaining on this one! Shoutout to whoever did it. It's a nice game but quite difficult, especially in one player mode. The animals move very quickly, and it is sometimes impossible to react to one of them approaching you. Otherwise, I had a good time with it. Keep it up!
I got 10 planes! (proof: )
Edit: 12 now
Initially I was confused, especially since the UI looked like this:
It was only after I zoomed out my browser tab that it looked normal. For a game with minimal instructions, the gameplay is surprisingly intuitive after one game. A very cool puzzle, but I do wish there was a bit more to it. I know that you probably feel the same way, so if you end up continuing to work on this, I'm excited to see where it goes. Good work!
FOR THE PLAYERS
To run the game, first make sure you have Java installed. After unzipping the file, open your favorite command line tool and navigate to the spaceus-main/spaceus-main/sprite final backup. Run the following command: javac entity/*.java main/*.java tile/*.java
Then run java main/launcher
And a window should open up with the game.
FOR THE DEVS
.java files are not executable, they're just lines of text that need to be parsed by a compiler and turned into executable files. Next time it would be a good idea to look up how to build executable files for Java projects :)
On another note, I find it impressive that you managed to do your first game jam with no game engine whatsoever. There are quite a few problems, for example the collisions don't match with the actual map, and the window is larger than my screen, but that is to be expected for a first jam. Keep it up!
It works now, thank you. A fairly simple game with pretty colors that could be expanded upon in interresting ways. I can already see this being a rhythm game where more difficult levels have monsters with irregular heartbeats that you have to move in sync with.
At some point, I fell into a hole in the middle of the level and nothing happened. Maybe there should be a check for whenever that happens so you can respawn the player. It would also be nice to have a retry option after losing the game.
Otherwise, nice work!
Very cute game! Couldn't finish it because at some point I went into the void and felt a bit nauseous after starting at tunnels for too long.
Another bug I encountered quite frequently is the tunnels being ever so slightly tilted in one direction. If this bug is active when entering a 2D portal, the tunnel looks very weird.
The procedural generation is impressive! But it leads to some areas where nothing happens, as well as some seemingly undogeable obstacles, especially in the 2D sections.
At one point, I got all seven yarn balls, but then hit a wall cause I rotated the tunnel instead of moving the cat. Oh well...
An awesome submission with a fun, creative idea. Good job!
A nice and cute little game, for which I can tell that the developpers wanted to add a lot more to.
The title screen's UI is oversized for me, and it might be a problem with the UI canvas in Unity.
For the first challenge, whether or not the cat was happy at the end felt a little random and I'm not sure how it's determined.
For the second one, it's sometimes impossible to catch the food in time, so make sure that the distance between each consecutive drop isn't too big.
The intro sounds amazing and the art is insanely cute. But I'll have to issue a cease and desist for copying our title idea.
Just kidding, good job!
Hey, thank you for the feedback! The UI was made with a resolution of 1920 x 1080 in mind, and I totally forgot to account for other resolutions. Sorry if that made the game difficult to look at, and thank you for telling me. And yes you are correct about the diagonal movement. That might be something I'll fix in a future build.
The string is a really neat idea, but in practice it makes both characters unpleasant to control, because they're both weighed down by each other. I tried all levels and couldn't finish any of them (except 5 lol) because of some frustration with the physics.
The fact that the chatacters can't interact with things of their own color is very interesting, and I wish it was implemented into more of the puzzles.
I haven't encountered any puzzles that required the swap mechanic, so maybe that could have been expanded upon as well.
A minor problem I've noticed is that a lot of the puzzles required the rabbit to be on the left and the cat to be on the right. Given the control scheme, it would have been nicer for it to be the other way around to make it less confusing for solo players.
So in summary, this game has great ideas, and less than ideal execution in my opinion. Amazing job nonetheless!