Tyty!! Yeah the controls were both a remnant of older concepts and a wee bit of laziness when I noticed mapping em to the same caused bugs lol Will def be keeping that in mind for the post jam patch though!
Kurt Plouf
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Such a cool approach to the theme! Had some performance problems on browser (every time after "logging in" the first time I used each spell would freeze the game up for about 2 seconds) but aside from that it was a really nice time! The accuracy of the chat is sooo good too lmao Will also definitely be giving the ost a download! It absolutely nails that nostalgic feeling
Super fun puzzle game! Really only gripe I have is some of the colors are a bit too close so the final stage had me putting some tiles in bad spots due to not being able to really tell what the animal icons were anymore. Though I wasn't playing in fullscreen which likely alleviates that lol Great job though! Really has that early Xbox Live Arcade vibe I didn't realize I had so much nostalgia for.
Really enjoyed how the level design allowed for alternate solutions! Got a bit stuck at that first pool though since I didn't think to absorb the water lol also had more than a couple times where I'd forget double jumping with the second form would lock my momentum and zoom past where I was aiming. Once it all clicked though it made for some really solid platforming!
Congrats on making your first fully playable game! That's a huge achievement and one to take great pride in!
I saw you said you'd like to continue working on this post jam so here's some possibly unsolicited advice. From what I can tell, you seem to be using rigidbody controllers on the characters. Some ways you can possibly improve the feel of the movement are:
- Give your player objects a Physics Material that has it's friction values set to 0. This will fix your characters sticking to things when moving towards them. Though you could also use this sticking to your advantage! You could set this up in a way where jumping while sticking will do a wall jump!
- Set up the characters to have increased drag while grounded but less (or even none) while in the air. This will allow you to tweak how much your characters slide when moving on the ground! It's a bit finnicky to get the values right, since you have to now account for the difference of drag between grounded and aerial states affecting your movement speed, but you can get a really clean responsive platforming controller this way!
- Currently movement while jumping feels a bit too committal. Not sure how you have it set up, but I noticed while in air I can either be stationary, move forward in a direction, or cancel that movement. It may be worth trying to give the player more control over their characters while in mid air since there were a number of times I died from forgetting how little I could adjust in the air.
Of course, all of this is up to you! Maybe you prefer having jumps be something you commit to (if Castlevania can get away with it anyone can lol), or as mentioned before, maybe you'd like to build off of sticking to walls. However you decide to proceed, I wish you the best of luck!
Fun concept though the execution could use some work. As others have said the helper AI could use some work and player speed is too low. I also really would've preferred if picking up a bag was a toggle. Holding G while also moving with WASD feels really awkward. I also felt wall integrity degraded a bit too fast. Failure felt a bit too inevitable and getting a good score felt more reliant on lucky bag spawns than skill. Maybe make it degrade the wall slowly but occasionally the player gets a warning about an incoming wave that'll do significant damage all at once. That way the player gets more time to assess the situation, but it keeps the pressure on. This def has some potential to be a really fun little game though!
Side-note thanks again for rating my game and sorry it took a while for me to get to yours! I also commented about that audio issue you had and would really appreciate feedback on how that may have occurred if you get some time.
A nice co-op game, just wish I had someone to play with lol Really only critique is that the tank shots feel a little too weak. I can understand the turrets having more health but the grunts would feel a lot better if they only took 1 shot and maybe the flying enemies 2 shots. But overall you did a good job putting this together!
A fun concept but the difficulty gets too high too quick. Even just on difficulty 2 I was constantly running out of ammo and getting destroyed by enemies off screen. Also had a lot of instances of enemies spawning right on top of me. Separating aiming and moving would really help make collecting ammo and health pickups work better!
A good start for a puzzle game but I did have some issues. I can't seem to beat level 7. Those blocks in the middle are too high for me to shoot. I tried stacking both with the stacking button and by just jumping on top of my other cubes but I still couldn't shoot it. Maybe this is unintentional, but I really think you should make stacking more than 2 cubes a thing. It would also give you more opportunities for puzzle design as well! The music was also too repetitive. It has nice chord choice but it could really use some fleshing out. Maybe try a driving hi-hat line and a fun little bass line to give it more life but keep it more mellow and out of the way.
I see a lot of people commenting this but it really is just a bit too difficult. Maybe have it to where the burglar can sabotage the systems instead of hack, but have it to where it can get the guards to come check out the area because of the noise. And I'd try making it to where instead of the player just being spotted after stealing the gem, the security heightens so it's harder to get out but still allows for more seasoned players to get through without being spotted. I also felt the level design was a bit weak. The level was rather large but there was really only one effective path to the goal. Try to design your stealth levels to have more options and reasons for the player to explore different approaches! Really enjoyed that hacking actually involved doing a little mini-game though. It's a simple but very effective way to make things more interesting! Overall a nice foundation for a stealth game!
This is nice foundation for a project! Could see a lot of ways to expand on this like maybe some enemies only the player can damage, etc. Really enjoyed the arrow being able to go through enemies though giving more feedback on hits would make that feel even better. Main problems I ran into were there were points where my arrows would hit the air in front of me and the ally knights having slower moves speeds than the player was a bit tedious.
Has a nice retro aesthetic but I'd like to see more with the gameplay. Found the best way to succeed was to just speed through the levels without really shooting. Collecting the little magnets just didn't seem to make your damage go up enough if at all. Had a point where I'd collected 2 or 3 of them and just couldn't kill an enemy no matter how much I shot it. Also I'd recommend changing the enemies to be a different design. Had a bit of initial confusion because I collided with a small magnet and an enemy at just about the same time and wasn't quite sure which one did damage.