Thanks! If I had the time, I'd add some basic resources from "cover shooters" I'd need, like grenades to force characters out of cover, and some sort of dash to evade the grenades, but pico only has two buttons for actions and it'd be some intensive effor to map more actions to combined controls (i.e. double tap for dashes). Glad you liked it as is though :)
leafar nightfall
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The concept is great, but took me 3 levels to realize I could extract oil from the sand. I also think the character moves fast enough on foot to be equivalent with the average speed of the car+time stopped to drill.
Some fine tunning that would make the mechanics synergize more:
- Car moves faster on the road, encouraging the player to stay on it
- Character on foot moves much slower, he'll also be near the sand anyways. would also encourange the player to use it
And I really disliked the camera following the mouse, didn't find much sense in that :/
Really nice style and intro, I really dig the VHS/CRT visuals.
I also was a bit lost at the start, because it's hard to notice I was moving with only the enemies as reference. Maybe putting some green grid over the black background would give it a tron-esque style
I also hated the goddamn square, if you're not constantly moving it just bombs you with no warning. Could have him slide into screen as his first move, and chase from there, would be a simple solution.
Nice full set of a game. I was also annoyed a bit with not know when I was facing front. If it was intentional to make it harder, I don't think it was needed given the tank controls alredy do that. There's also a tiny offset on the laser, since it's fired from the front.
Maybe could use some bump car sprites to make it more thematic, would also solve the facing direction perception :)
Really good, good laugh at the diallogue at the start, and noticed you included grace time for the jumps, which is real nice.
I agree to other comments that said it felt slippery. Some tips from someone who spent hours trying to do a "perfect" platformer and gave up:
- If you're using acceleration/decceleration, maybe try to have acc>decc, or lower acc. Or ir you aren't, the character is too fast for small platforms (I know I fell severall times from the one at the end of the tunnel)
- Try to have higher gravity when falling. this helps with accuracy to hit the platforms. There's a surprising amount of videos on jump mechanics and tricks on YT
It's ofc understandable that can't have it all in a Jam, so nicely done :)
Really cool concept, I had a similar idea a while back. Liked how I got tense the longer and farther I explored, but couldn't find the exit. Also liked how there are 3 different types of enemies to slip by.
I was uncertain if the camera lagging behind was intended or not. Is it a trade-off for going too fast, or was it supposed to be ahead of the character when moving (would make it a little easier to see ahead)?
Really cool concept, I had a similar idea a while back. Liked how I got tense the longer and farther I explored, but couldn't find the exit. Also liked how there are 3 different types of enemies to slip by.
I was uncertain if the camera lagging behind was intended or not. Is it a trade-off for going too fast, or was it supposed to be ahead of the character when moving (would make it a little easier to see ahead)?
The art is really cool and sticks consistently with the same pallette and style.
I liked the mini games, but took me a few plays to understand all of them. It's a bit too fast paced, maybe the time for each minigame could be longer the first few rounds, and gradually get shorter (I think it already gets faster)? In the gem one specifically, there's not enough time to recover if you drop it, even if dropped early.
It's not acting exactly when you press the button, but keeping it on wait until the action can be performed and only then performing it. People complain a lot of it in From Software games, but in your case the ball would act as soon as arriving on the next tile, even if you pressed the button at a time it couldn't move