Thanks! I had lots of fun making this game so I'm positive on continuing development in the future :)
Licke
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This game is great! I love the introduction of new gameplay mechanics to get to know each of them bit by bit. The artstyle is cute, I like that you made it all yourself! For now I only managed to get to level 9 due to the increasing difficulty but I might come back another time to try to make it to level 18 to see the boss.
My game Phytopoisoneer has only 7 ratings so far and since tomorrow is the end of the rating period, I would love some more ratings.
Link: https://itch.io/jam/coco-code-gamejam-1/rate/3309832
Please also leave a comment either here or on my games page so I can also take a look at your game and give you a rating. I will appreciate your honest feedback.
The art looks nice and I like the attention that went into programming such as being able to select multiple ingredients at once and puttting them all in together. I only got to level 4, failed in level 5 but don't really know what I could've done different to win, but maybe the rng god just wasn't on my side ^^
I like the bit of story in the beginning, adds to the immersion. In the first round I didn't really understand the relation between the mushrooms and fumes, but next round I understood that they give you protection for fumes of the same color. A nice change would be a bit slower pace at the start to be able to better read the dialogue and it would also be cool if the character stopped when losing or had a dying animation.
I tested it out but I sadly can't make it possible to be played in the browser. Even the build with reduced texture resolution to fit in itch.io 's limitations was so extremely heavy on the system while being played in the browser that after loading it only played sound but the rendering work at all - the browser issued a message of the website not responding anymore. And this was tested on high-end hardware.
Itch.io itself says on the topic of uploading HTML5 games:
"If your game does not meet the requirements please consider distributing your game as downloadable instead. Very large HTML5 games tend to be a poorer experience compared to the equivalent downloadable in respect to loading time and performance."
Thus I'm sorry to have to inform you that there won't be a browser playable version of my game since it is simply not suited to be a web game.
Your concerns are valid. Initially I made a browser build but the files became too big and itch said it was over the limits (200mb max per file but the biggest was 750mb). I can strongly recommend setting up a Virtual Machine for safely testing if you decide to still give executables a try, then you don't need to worry about bricking your system.
I will give uploading it as a web build another try, but I already tried drastically reducing texture size for the web build (full game was ~80mb afterwards) but despite no error from itch, it didn't properly load :/ I'll let you know if I manage to get it working.
No need to say sorry - I didn't mean that as critique that the game is hard, if you want the game to be difficult that's fine too. Like dark souls for example, it's very difficult, but despite being difficult Dark Souls is a well-loved game. It's completely up to your preference how you want your game to be, the most important thing is that you have fun developing it :)
Nice concept and design, I also like the integration of a leaderboard. I am just a bit confused about the time turning negative sometimes und how the rules are supposed to be interpreted. For example it said the food has to have more than 80% salt, but it looked normal so of course not 80% salt, I said it's poisoned but it wasn't. Maybe I just missed something, however a tutorial or a bit more detailed explanation would be great.
I like that the art and music/sound effects are self-made. But I couldn't really play the game, because I couldn't figure out the controls. Walking Left/Right with A/D/Arrow-Left/Arrow-Right and pressing shift to sprint worked, but with only walking left and right I didn't come far. I was able to shoot with Left-Mouse-Button but that also didn't help to come any further. From your Screenshots it seems that there is way more to explore than I was able to see. Would be glad if you could list all the keybindings on your games page.
The visuals and theme are good, it's also running smooth, didn't encounter any bugs. But I did find sort of an exploit: You can basically alsways move left and right very fast (without touching the trasher on the left) but always make sure to hit the collector on the right and you'll collect nearly all of them without effort. I'd suggest penalizing the player for collecting more of a color than fits so that the player has to pay attention to only collect the missing colored fluids.
The graphics are nice and the theme together fits with having to control both of the souls to solve the puzzles and reach the end. I liked the ingame-explaination at the given point what buttons to press in order to achieve what. The puzzles were quiete easy to solve, if you'd continue developing this game, I'd suggest expanding it with more challenging levels. But well done for the short time frame!
This absolutely confused me. It was somehow interesting. Mechanics have been implemented, you can take any object in the scene and place it another time on the same object which often causes physics to go brrrrrrraaaaaa. The snails movement mechanic is also interesting. But I totally couldn't get what this has to do with "together" or "shovel", I'm afraid. Overall confusing/10, I don't know honestly.
The visuals of the game are appealing, the theme and special object definitely there. A platformer is very basic, but the bullets you have to defend against with your shovel make it more interesting. As others have already pointed out, the music itself isn't bad but that it is so short and always repeating makes it hard to endure. For the bullets, if you were to develop it further in the future, I'd suggest make them bounce off the shovel in the opposing direction instead of them just disappearing, that would give the player a bit more feedback for the right shovel direction to defend against the bullets. But for the limited time frame of the jam, well done!
The concept fits the theme of together really well, definitely interesting to split controls of different shovel parts between the player and "launching" one player as the attacker while the other has to dodge in order to not get hit. It was pretty hard to control it alone, but I know it's meant to be played by 2 people, so it's my own fault for trying it out without someone else. Sometimes I wasn't really sure what the next ability of the shovel head would be since it seemed to switch between shooting parts at the direction it was facing and sometimes launching itself forward, sometimes even exploding. Maybe some sort of explanation of what's exactly happening would've helped there. But well done for the limited time frame of the jam!
Interesting little game, the theme is definitely well implemented with being able to control both robots at the same time and putting them closer together and further away from each other. The idea is quite simple and reminds of these apple catcher games. The game is also really hard, I died in less than a second in the first try and even in the tries after it I didn't manage to score high numbers xD Well done!
A quite unique and interesting game different from others. I like the theme of the monkey researcher group which fits the "together" theme well. The music also fits to the general style of the game. If you'd continue the development of this game in the future, some suggestions: The further the digger monkey digs down, the further you have to scroll, some feature to quickly get the camera down to upgrade that monkey would be helping a lot. Also, I only put a few upgrades in the other monkey, but a ton of them in the digging monkey, but the digging still wasn't fast enough so that the others had something to do, therefor Bones always stayed at 0, might be better if they're a bit more balanced, that you have to upgrade all of them. But for the limited time frame, well done game!
A sweet little puzzle game, with calming atmosphere and a fitting artstyle. The "together" theme is implemented really well, having to pay attention to where each of the characters moves while steering them all at once. Sometimes I had a weird bug that the characters didn't move further but the counter still going up when pressing the button. But that could be because I played the WebGL version, that has some bugs as you stated on the projects site. Still, for the limited time frame, well done!
On from the beginning the game felt really atmospheric! The implementation of the theme with both lights merging together to a violet which is either needed to solve the puzzles or you have to avoid in order to continue is a really interesting take! Liked pretty much everything about this game, the design, concept and also that especially the last level required some thinking to solve. Well done!
The art style is charming and the way the theme "together" is incorporated is pretty neat. The sounds also seem very fitting. Should you continue development on this game, I'd suggest to somehow stop the players from being able to just hold one button after start to reach the goal. I noticed there is TNT, that is supposed to stop you from doing just that, but most of the time (depending on luck at start generation) there will be none in your way. But still, well done for the short time frame!