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JojoGamesDev

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A member registered Mar 26, 2017 · View creator page →

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Thanks! a friend of mine suggested the same, maybe I'll add a timer and a scoreboard as a speedrun mode in a post-jam release

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Thanks for the feedback! I noticed that during playtesting, but didn't want to make it too hard for less experienced players. I also tweaked other factors like the amount of grips and the jump force etc. Maybe for a post-jam release I could add a difficulty setting that adjusts the amount of grips and the length of the rope. But you're right, currently the rope mechanic is mostly only effective in preventing one player to get ahead when two people play the game together

much game! such effort! many meme! wOOf! mUCh PoLlUte but nO FaTheR :(

I got past the menu, but then there were only some loading bars and an explosion, as well as an error message about Nanite not being supported by my graphics hardware, so I unfortunately couldn't play the game. I sadly can't really tell what the game is about from the images or the description..

I managed to get the game running, but when I got both characters onto the buttons in the first level, nothing happened besides a sound effect.. it has a very pretty artstyle and I like the abstract black & white split, but things like the menu were difficult to read and could have been simplified or moved in part to the game's description in itch,io. (also, .rar files can't be installed through the itch.io app, so that unfortunately makes it more difficult for people to get to the game)

had a ton of fun playing! I almost gave up on the forest level because of the fences, but it was too addictive to stop, so I managed to play it all through. the sensitivity bit is unfortunate, but the concept and the music were great. This was probably a result of the limited time, but I wish the visuals were a bit more polished, i.e. no unity default sky, overall level design more like the skull / forest / mountain levels and less like the very simplistic "only boxes" types of levels. Minor improvements, "if you have the time to spare" kinda stuff could've been prettier fonts and buttons, no "click to continue" but automatic level transitions, and the tether not being in the middle of the kart but somewhere hidden in the chassis. But nonetheless the game was a ton of fun to play and the music is stuck in my head for a while now!

impressively polished for the limited amount of time! I love all the animations, the fitting sounds and things like the background changing color depending on which character is controlled. I got to level 6 and then got stuck in a softlock, it must've been so frustrating that that code is missing in the final export.. but a creative and fun take on the theme nonetheless :)

awesome concept, and great music as well as sound effects! It was sometimes difficult to see whether the balls or the world was moving in the levels with moving world objects, but still a very fun twist on the theme.

Awesome concept! a bit tricky to get your head around the controls in the isometric world, but very fun and challenging game, with fitting sounds. music would have been nice too, but the amount of content and levels there is is impressive for the time we had!

awesome idea and execution, especially for only three hours! the hints helped a lot with guessing :)
and sfxr rules! I'd love to see this concept in a more "dynamic" setting, like the terminal describing what it needs to do and you have to guess the command based on that, or being able to use the commands you learned to start navigating and exploring the system.

Thanks! yep, I'll improve on that in a post-jam update

Thanks for the feedback! I might add a platform too far out of reach so that players who don't understand it immediately don't get frustrated right at the beginning, and have the spacebar break into multiple pieces, but for a last minute idea I think it turned out pretty cool :)

Thanks for the feedback! yep, the timer needs some more tweaking, but without it the game felt too unpredictable so I added it :)

Thanks for the elaborate feedback :) yep, that timer definitely needs some tweaking, both duration- and designwise. I really like the concept of another, similar game from this jam, it has a fixed timer, but the "running out" is conveyed by the player contracting like a spring and then jumping afterwards. I'm thinking of something similar for the post-jam update.

Thanks for the feedback! the negative timer letting you jump higher is intentional, so that falling down is less frustrating because you get the chance to recover. If you position the player very close over an edge, the groundcheck fails however and that mechanic can be exploited, I assume this is what you've noticed. I'm not entirely sure how to fix it, but I hope I can pull it off in a post-jam update :)

yep, that was kind of a last-minute idea. I think a platform placed too far to jump on and having the player accidentally hit the spacebar instead might be a good middle-ground idea, since it keeps the element of surprise but still ensures players get into the game quickly without frustration.

Thanks! and yep, I've noticed that as well. I was rushing the respawn system during the last hours of the jam, but I'll definitely improve them in the post-jam update.

Thanks! yep, that mechanic is intentional, I put it in there to make falling down less frustrating, so the player has a chance to recover a fall. I planned to make more (vertical) levels, so the mechanic can really be used, but didn't have time for that. I might add some of those levels in a post-jam update though ;)

Thanks for the feedback! Yep, that was definitely also something I wanted to do, but ultimately had to scrap due to the limited time. I'll probably make a post-jam update including that though :)

Thanks! yep, fixing that Collider was part of my todo-list from saturday on, but I had no idea how to go about it since it was a single GroundCheck GameObject as part of the CharacterController by Brackeys. Haha yep I cheated with staying on the edge like that during testing too, if that bug wouldn't exist the mechanic should rather take some frustration from falling down, since you might be able to recover because of it. For the controls I'll have to do some experimenting to make them feel more precise, but thank you for all the feedback !

Thanks! and sorry for that. Putting an unreachable platform to get the player to trigger the spacebar is a great idea! I didn't come up with something useful to convey that in time, but didn't want to write it in text either to keep the element of surprise in there :)

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Thanks! Yep, initially the timer was even slower. I noticed that the player is sometimes waiting around until he can jump again, so I had planned to add some variety in the form of "powerups" or maybe certain surfaces that affect the timer by either adding or subtracting the time, but in the end I didn't have enough time to implement that yet. I might do a post-jam update to complete some of the things that were left unchecked.

Thanks! if you meant the itch.io page with presentation, I didn't know we could edit that after the submission deadline, but I took some time to make it prettier now :) For the game I had planned to do some more surroundings and stuff like animated flowers etc. but had to scrap that due to time.

simple, challenging Game for a couple minutes, things like a score counter or destroying the obstacles instead of pushing them might be interesting to try out.