Really cool, very interesting, well done!
Kissaki
Creator of
Recent community posts
Thank you for your positive feedback!
Maybe you could record voices despite others hearing it? :P
No, the tongue isn’t supposed to eat bees/dangers. It works for tadpoles, and we planned to also support grabbing insects (the flies for transforming). Unfortunately, that wasn’t viable in the limited time due to some technical challenges.
It is a bit misleading because the bees are rather small, small enough that you could theoretically eat them. We had some other dangers and predators planned where it would be more obvious that they’re just dangers. But we didn’t get to them, and spontaneously did/had made a cute bee instead. :)
So cute, I loved it! Great chillhop music setting the mood. Great setting.
I found the information on left vs right a bit lacking/confusing. I could only suspect I lost because of lack of matching because of a bubble sound. Some effects/obvious visual indicators or loss-screen info could have helped that.
Some left mini games didn’t seem to respond to the displayed input. Which was unfortunate. Otherwise I would have liked to play it a bit more.
Great work!
Really cool and fun to explore!
I loved the cloud sounds :D
I really liked the guidance, or setup of it, but still found it not always immediately obvious or helpful. But with a bit of exploration of the mechanics and the same guidance showing up again later, it was understandable/discoverable.
I liked the graphics and mechanics; the ideas of mechanics and I think the implementation design of them was good.
It felt less like a “game”, or “very active game”, and more like an experience, an exploration, an environmental exploration and experience.
Feels very floaty, with the slow acceleration, and slow/long-airtime linear jump.
The slow acceleration made me fall multiple times, on the shoot box then jump up part, where I wanted to jump up, but needed to accelerate on-ground first.
I had a few stutters/temporary hangs for it to load stuff, which was a bit unfortunate, and sometimes resulted in my death. There was less of this after a bit though.
I appreciated the split levels so a progress reset didn’t lose too much.
There’s a lot of interesting and good things in here. Mechanics, graphics, character design.
Thanks for the kind words. :)
Yeah, working on a GameJam is always also a process of limit what you set out to do and planning it out a bit that you are even able to finish it.
The time I committed was simply not enough to finish a fresh project within two days though.
Thank you for the kind words. Great to hear you managed to finish it - and for the first time as well.
In the first GMTK in 2017 I committed to it and sure enough was able to finish a playable version/game/prototype.
Last year I didn’t have the time. This year, no hard commit either and so not enough time to finish a fresh project like that in just two days.
I don’t think the prototype I have this year is far enough that it is interesting or clear what it is. It’d probably be better to just describe the game design that was planned. :)
Give it time and space, without distractions. If that does not work do take distractions, and from time to time ask yourself: could this help me? How could this apply to something, or help me with a trail of thoughts?
By thinking of other games and concepts I already have a few ideas I want to explore.
This is a matter of creativity. If you are/were not trained in that area (which you absolutely can change in the long term) you can also consider joining up in a team and contributing that way. Let someone else do the creativity and designing, and maybe contribute some ideas to an otherwise established concept or topic. Or none of the sort, but contribute in a more technical and practical way.
Well, I think it’s best to go back to the idea of the jam.
It’s meant to be a time-limited focus on the project, and you don’t just start out before the jam starts – also because that would be disrespectful and unfair towards the other participants.
That being said, where to draw the line between project focused work and general work is pretty subjective. You can say you create an engine, potentially for this project, but it's a general purpose engine that you may use for other stuff as well, or is a learning process independent from this project.
If the engine is specifically for this project, maybe it's just too big of a scope for a game jam with such a short time limit?
Having a project to work on is a great way to learn in a focused and targeted way. You have a specific goal in mind after all.
What are you looking for? Making a game is much more than coding. So I am wondering if it will be too much for you to handle, and it'll just become unfocused.
If you have or can make a plan of something reasonable you want to do, that's fine. If you want to focus on coding, maybe something simpler would be more useful?That being said, there's probably Unity resources you could use available as well.
If you want to learn Unity, starting with the official documentation/introduction is a great way to do so.
More details concerning rules etc will be added to the description at a later point in time.
Last years GMTK jam had this in it's FAQ:
Does everything have to be made in the mentioned time period or can graphics, code, sounds etc. that were already created before also be used?
We request that you please abide by an honor code and do not submit a game or game content you were working on ahead of the jam as it isn't fair to the other jammers working from scratch. This rule does not include fair-use content from non-team sources, nor does it include any third-party or custom-built engines that you wish to use in the jam.