there is a lot I like here.
first of all: big soda drinker here - the story totally speaks to me and is wonderfully over-the-top.
secondly: the blue-yellow-color scheme is *chef's kisses*
thirdly: I really like how the lanes, the slow moving lemonades and the same-looking dudes create something of a visual challenge for you to solve. I could easy imagine later stages where the lanes will cross in some M.C.-Escher-style impossible maze that makes it even harder to keep track of.
competent start!
kindman
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I didn't have enough friends around to really test it out - but that just made me the last stand standing and I loved that you let me play the game anyway. very impressive level up features and polish here - controls felt smooth and the mini-input-games worked as well as you could hope for. will try with friends once I find those ;-)
very competent game. the aliens look fantastic and the upgrade where a very clever addition, as I really wanted to keep my health in order to buy the permanent upgrades and not have to spent money on healing.
I wish the bigger weapon would feel a little more powerful though, as it doesn't really make a difference to the pistol. rapid fire or charged shot or maybe push-back and definetely a different sound with more oomph. but of course, it was a game jam and recources are limited. but it would make a big difference and shouldn't take too long ;-)
ok, at first I was a bit surprised to see a rebuild tetris game after I remembered your last years creative outburst. but I think I can relate to wanting to copy from a classic properly. and even though it appears to be a simple game - I imagine it actually takes way more programming skills than a game that uses mostly unity's physics (at least that's how I felt when I did a match-three tutorial once - took me ages!).
extra-super-bonus points for the JindaByne story though. I will always support games that take place in the real world, even though the connection is a bit cheeky ;-)
thank you!
and I totally get you. I never intended to make a real game-game out of it, but I did wanted a bit more interactions, maybe mini-puzzles to open them. kinda fell into a bit of motivational whole last week though. so it became a clicker game.
the matryoshkas are randomly generated by the way - so there is no way for me of knowing how many you actually opened ;-)
simple yet addictive! also: very cool how you integrated the game colors on this website as well.
respect for making the jump to godot - I keep thinking about it but a keep chickening out, because I am afraid of how far back it would set me in my ability to create the things I want to.
btw: I do remember your last game jam game fondly as well - it would have totally fit this years theme as well ;-)
wow, that is really humbling. thank you.
I did struggle this year quite a bit to get my game idea where I wanted it to be - which is why the gameplay is so minimalistic. But I am glad, that the things I did focus on (which was mainly atmoshpere and a certain feeling of presence) get recognized. I was wondering if I am crazy for putting in a train with movement and sounds eventhough you can hardly see it because of the depth-of-field and I haven't implemented any real gameplay yet - but it ended up being the thing I am most proud of, especially because of that ;-)
ok, see you in your comment section!
you got me at magic mushrooms.
but honestly great outerworldly vibes. reminded me of scifi old 3d scifi games like outcast.
aiming felt a little of, possibly because the beam wasn't always aligned to the crossair, maybe? also vertical mousemovement was strangle slow.
all in all one of my favourite entris so far.
thank you for the kind words.
so here's the thing: The dolls were set up so the player could play various mini games on them. so you would need to play some kind of warioware like superminigame in order to open each of them. I just never got around to implement any of them, because for whatever reason I wanted to make everything else first. So now you just spawn a rising number of colored spheres on the game field ;-)
the strange world, bizarre visuals and the suffocating atmosphere were intriguing and made me think of games like planescape torment, the music was also a very good addition. i didn't really understand the gameplay loop, but aimlessly wandering around and being killed by goulish enemies in the end was already memorable.
I immediately fell in love with that overpowered wall jump and in my humble opinion the game would have been fine with that as the main feature. the dimension-switch was of course on theme, but it was rather frustrating (guessing where a platform might be) and less fun than the wall jump - especially with that random death thing, because you used shadow dimension too much or whatever the reason - that was full on annoying and made me quite the game in the end. I don't try to be mean here, just unfiltered thoughts of my experience, I hope it is somewhat helpful.
your setting is absolutely awesome! and the line-of-code-mechanics is really clever,too! congrats.
I would have loved, if the text was really crisps and undistinguishable from actual code text and then my mind wandered off into crazy town and thought about manipulating the level-code-blocks to change the rules of the game (you know similar to "Baba Is You") - there is so much potential here to do crazy stuff!
but don't get me wrong: the thing you did here was already really, really cool!
there is only one golden rule in game design:
"when you sit in a tank and there are people around - you can run them over and then they don't get up anymore, because of the death condition that was inflicted upon them by the chains of the tank that you are sitting in."
and you sir or ma'am, are a naughty rule breaker...