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Zayd Carelse

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A member registered Feb 09, 2018 · View creator page →

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Nice work! My high score was 2988.

Thanks for playing, Jupiter!

Thanks for playing! Hopefully, I'll add to it so that I can port it to Android but for now I've moved on to my next project. I will definitely keep the powerups in mind for any updates. (Perhaps boxes that slow down time and some that blow up all the boxes in the scene)

This game is really something amazing.

The sound of the seagulls flying overhead along with the music that sets the mood for a calm ocean experience is so subtle but so well done. The particle effects and the design is so simple but so polished and the game plays really well.

I spent about 25 minutes playing Zgullz and in that time I came to grips with the delicate balance of having to catch fish, but to also use it as a monetary resource and man, it was super frustrating to see those seagulls steal my hard-earned fish. I became obsessed with building defence systems that protected each fishing hut. I tried different tactics when I could see that the ones that hadn't worked before needed to be changed. The atmosphere that this game creates and the ease with which you are able to be immersed in it is testimony to 2 things: 1) The game design was really well thought out and the system and the balance of the economy was absolutely perfect. 2) The atmosphere created by the mix of the cawing of the seagulls, the calming music and the simple but captivating graphical elements.

I spent some time while planning just marvelling at the clouds and the little streaks that flew out of them. I applauded the brave seagull who made it through my defences. And most of all, I really enjoyed it.

Well done.

Thanks so much for playing a giving feedback. 😊

Thanks for the reminder. I think I've played and given feedback to about 12 of the other entries so far.

Thank you so much for playing and offering your encouragement. It means a lot.

As for the restarting upon death: I really didn't want to punish the player that way but I hadn't figured out how to do that by the time I finished the game. I've since switched over to Unity and have found it a lot easier to create saved variables that will fix that problem. Live and learn, right?

I'm hoping to create a new one this weekend which will address all of the problems that it's predecessor had.

Well done on saving Zombie Brian!

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Thank you for the feedback and encouragement. I'm still figuring out a lot of this but it's cool to be able to put something on paper and then create it.

I definitely enjoyed the process more than I think I should have. 😂

Thanks so much for playing and giving your feedback.

I didn't actually know how to do all of that (or know how lol) but I'll try and figure it out for an updated build.

I enjoyed saving the dinosaurs from their impending asteroid doom, as well. ;)

Thanks for playing and giving such detailed feedback. I appreciate it.

This was actually my first game so I couldn't really figure out how to keep the timer as a consistent variable and took the short cut to finish it.

I also didn't have time to learn how to create cinematic sequences but having the Zombie transform was part of my initial design.

Glad you enjoyed it. Hope to be able to improve on those things for my next project.

Thanks for playing and giving feedback.

I actually meant to have the music continue but didn't want to waste too much time on figuring that out.  I kinda ran out of time at the end.

I also (wrongly) assumed that the player had a chance to die in the tutorial and didn't want them having to replay all of that just to get to the game. I will keep that in mind for my next project though.

Thanks for playing and giving feedback.

I absolutely loved your game. To be completely honest, this is my first game so I didn't actually know how to do those things. 😂 I also felt like I had wasted too much time on other things so I didn't get quite around to figuring out how to do all those things.

It was a great learning experience though.

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Thanks for your really detailed feedback. It really helps and I will keep your suggestions in mind for an updated build. The smaller stages was actually a product of the time constraints. I had really long stages planned but had finished up everything and only had 3 hours left to do the levels. The mechanics, tutorial, menus and door linkage is what I focused on for the first 24 hours of the jam and then at the very end I started working on the levels. Great learning experience overall.

I hadn't played it yet but it already felt like my winner before I did.

I have now and I'm thoroughly impressed. There's so much to commend. The amazing visuals. The awesome sound design. The lighting. The mood. It's all really great. The metaphorical struggle when you fall into the hands is probably my worst and best part of the gameplay. Worst because I ended up not finishing because I couldn't get past the a bit where the platforms keep disappearing but also the best because of the metaphorical struggle that it represents.

I love that you managed to talk about something like depression and self-doubt by incorporating it into the game. All round amazing game.

Well done!

I played this for quite a bit trying to really get tor grips with the climb mechanic. It was a little tricky at first but once you get the hang it, you start to get a little further. I found myself in the pit of despair most of the play time though and found myself having to climb out of it a lot. I liked the metaphor in line with the theme.

The art style was really cute but the star of the show for me was the sound design. I loved the music and when I was really getting further up it felt like swinging the character to the beat was the real key to getting where I needed to go.

I wasn't able to finish though but it's a really cool concept.

Really cute concept but I couldn't actually play it because it only ran at like 1 to 2 frames per second on my PC. I have a really old laptop so it's to be expected.

I really loved the style, the pastel colour palette and the 3D art though.

So I really likes the art style and love the concept.

It didn't keep the words on the pages on my system though and because of that I wouldn't have known what to do if it wasn't for the fact that I watched your stream of the game. So I played it the way that you did in the stream and using that I was able to resurrect 3 "people" with the right phrases.


At the end of the time and the completion of the goal, the scroll was blank so I didn't actually know what happened.

Really cool design though. The game looks really amazing as a product.

I really love how you guys managed to use the water-colour artwork within a digital medium. Absolutely stunning as a world. The way the trees felt life-like because of their movement and even the way I felt like I was in a sparse, lush forest gave the game a really great feel. I wasn't able to collect enough radishes for them to feel my wrath and the darkness kept taking back what I had claimed after a while. (Only one radish seemed to be respawning).

I think that this is a really beautiful port of the artwork but would love to see a little bit more context to the instructions, maybe more radishes so that I can keep up the defence and some definition for the goals so that I can see if I'm successful or not.

My high score is 12. It get's really frantic the further you get because the black fuzzy enemies don't require you to move too much but when the red enemies with the guns appear it really ramps it up a notch.

I enjoyed trying to beat my score.

Just one thing I'd like to mention was that the more enemies are on the screen and the more enemies you're killing, the camera shake can give you a little bit of motion sickness if it's shaking all the time but it's not really problematic unless you get further.

So I'll tell you how my playthrough went. I started out just exploring because it's a really beautifully constructed environment. I also spent some time this weekend watching you guys create it and can tell that there are a lot of complex systems in place. I was watching you guys create the attack animation and could see how that was super detailed.

In terms of my playthrough though. I initially just placed a few of each of the sizes of the planter boxes. (I couldn't find the watering can). I explored a little bit more, marvelled at the zoom function of the camera and tried to catch what I think was a white rabbit.

After a while I found the axe and a few pieces of wood. I'm not sure how to use the wood yet and not sure what to do with the bottles that I picked up. I tried hitting a few trees but they were too mighty for my axe. I also didn't see the enemy that you guys were working on.

I'm going to play your 72 hour bug fix version after I get through the other submissions though.

I was able to build a resource building and a barracks after a few attempts. I think that hitting the escape key helped to snap the buildings or allow me to build it. It looks like a very complex system for something that was built in such a short space of time.

I wasn't able to spawn any troops from the barracks or really understand if I was doing well. I also didn't know if those hippos were my troops or enemy minions. I didn't seem to have any control over them.

I also kept getting an event notice that said "Kill Me" but I'm not sure why exactly.

I'm not really sure what I'm doing. I've figured out that the arrow keys move the player and I've managed to go outside and pick up the fishing rod but I don't know what I'm doing or why I'm doing it.

I have noticed that the fire lost it's colour when I went back inside. I'm also not sure what Sanctity means in terms of the goals or time for that matter.

I'd love to replay it if you could just add a short note in your description detailing the keys and objectives. :)

As a fan of Titanfall 2, I can see what you're trying to achieve in terms of mechanics. As a developer, this is way above what I'm able to do so I'm impressed by your skill in being able to implement those mechanics in honour of those wall running FPS games.

However, purely as the player, I found myself not being able to get up to certain spaces because I didn't hit the wall-run material at just the right spot, so I spent countless tries trying to just get up somewhere. On the occasions where I didn't fall into oblivion when I didn't get it right, it just meant trying it again (if I didn't have time reversals left). But when I died, having to go all the way back to the beginning of the level was super frustrating. My suggestion is to maybe make the player respawn at the last ledge they jumped off instead, but I understand that 48 hours isn't a long time to be able to add all of those kinds of features.

As for the time mechanic, I didn't use it at all in the first level because I didn't ever need it. In the second level, I did use all three of them in every attempt. but I didn't really know where I was going after the cross-bream. So adding a little arrow or guide at the mid-point would be super handy.

Kudos to you for getting all of this done in 48 hours. Hope my criticism was constructive and looking forward to seeing what you'll make in the future!

This is really cool for something that was made in 48 hours. It feels like something I'd find on a 100-in-1 NES cartridge along with Track and Field but a lot more polished. Everything about this gives me that nostalgia. From the warped edges giving it that CRT feel, to the squishy sounds your players make when they move.

I would however just mention in your practice section that the throw mechanic requires you to hold the button for the throw and to increase the distance. That took me a while to figure out but your instructions are a lot more than they would have given on a NES game.

Overall had fun trying to get my first win (Which I did, after about 6 games) and would love to see a 2 player local play version of this.

So I played all the way till the end and I'm definitely going to play it again. The way the story is woven is in itself such a mystical experience but what really sets it apart from any other book I've read is the way that the words literally come to life.

I love how you've built this with the aim of conveying the emotion in the story. The word animations really help to set up the mood and even heighten it at some points.

Well done.

This looks amazing. Can't wait to play it tomorrow.