what
how
....I've never seen a run with over a billion points before. You didn't happen to record that run, did you?
I love this. As someone who has made both an insane Tetris mashup game and a block-climbing game inspired by Avalanche, I feel like this was made just for me! I've seen a few other games use a similar concept in this jam, but the ability to control the tetris pieces as they fell adds a unique twist.
1 second before the deadline is cutting it so close, but this being a game about Chronos makes it even better haha.
All of the spikes really blend into the enviroment, it took me a few times before I realized what was even killing me. Unfortunately I think my game bugged out, because I got stuck off-screen on level 2.
Oh geez, this was incredibly disorienting and I don't normally get motion sickness in games. Having the ship move in a different direction than its pointing felt odd, and it felt like I kept skimming up against asteriods without having a way to slow down and land on them. The procedural animations are really nice, but I had to stop playing early because of the camera swinging wildly in random directions.
I love everything about the art for this! The perspective shift at the end where you became an even bigger size was fun, can't wait to see the next level where it's built upon. Unfortunately the movement was very finicky, it felt almost impossible to move forward just a little, because even the shortest pullback I could do would send you flying.
I somehow managed to somehow send the blocks flying for thousands of points! I'm really impressed with how stable you managed to make a large stack of objects with Unity's physics system, most games like this would see a ton of clipping issues where the tower would slump into itself. What tricks did you use to pull that off?
It's a very cute take on an evolution/merge style game, but having your pigs randomly get destroyed while you mash R is kind of frustrating. It's an excersise in babysitting your units by dragging them to the center of the screen, which can also mess you up if you're trying to make anything but Piglots. I feel like it would be less frustrating if there was more counterplay against losing pigs, such as if they were fighting some enemy on screen that you could drag Piglots over to deal with.
This has some incredibly clever level design, you never get lost despite all the backtracking you do. It might be my favorite game of the jam I've played so far.
Does the first gun play daft punk as you shoot it? 🤔Not sure if I'm just imagining Harder Better Faster Stronger, but I love how musical it is nonetheless
Thanks for playing! The grapple line you're connected to and the visuals of the chains are actually completely disconnected, so that's something I'd love to get working if I had more time to futz with the physics system. And the chain breaking is a very good point, it'd probably be much improved if it swung around on the chain rather than getting destroyed at its max distance. I am so tempted to continue working on this project, but I've got another game I need to get out the door first! I really apprciate your feedback.
The long ranp was an alternate route that didn't get enough playtesting, added at the last minute to catch the player when falling from a higher section that went too far off the map. But I'd say you were about halfway through! If you wanna give it another shot, try going left under the fans by the mech suit, or climbing up on the vertical pipe at the bottom of the ramp.
I love this. As someone who has made both an insane Tetris mashup game and a block-climbing game inspired by Avalanche, I feel like this was made just for me! The art is adorable too, I'm really impressed by making a whole opening animatic.
I love the idea behind this, but pushing the boxes feels way too clunky for how precise you need to be. It's difficult to tell what spaces are safe and what's an instant kill zone, so it felt more like navigating an invisible maze than solving a puzzle.
I think the concept might have been better served if this was in 2D, if only because I wish I could have seen more of the adorable illustrations!
I love the idea behind this, but pushing the boxes feels way too clunky for how precise you need to be. It's difficult to tell what spaces are safe and what's an instant kill zone, so it felt more like navigating an invisible maze than solving a puzzle.
I think the concept might have been better served if this was in 2D, if only because I wish I could have seen more of the adorable illustrations!
I got a bit worried when I saw a webGL error at first, but it seems to run fine! It's incredibly cute and I love the 2D art wrapped around a 3D object. I'm a bit confused about how often I get a block to place, they seem to be available at random? Sometimes it recharges instantly and other times I lose a run from not having a block to place.
I got a bit worried when I saw a webGL error at first, but it seems to run fine! It's incredibly cute and I love the 2D art wrapped around a 3D object. I'm a bit confused about how often I get a block to place, they seem to be available at random? Sometimes it recharges instantly and other times I lose a run from not having a block to place.