This is awesome. Keep up the good work!
LonelyHermit
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I just found this since I was trying to find the origin. I've created one based on the same style as '0h h1' found in the android play store. https://lonelyhermit.itch.io/tazuku
What did you base yours on?
I prefer my version, since the value of the tile is much more apparent. Your explanation of the rules is much better than mine. I might just steal it!
No, thank YOU for creating a complete experience. Well done! I felt excited with the double bounce. Well done! I got stuck at the first vine for a bit. I though I was supposed to place the seed in the little square in the air, but ended up just having to jump over. I want to criticize something, but I'm at a loss. Well done!
WOW! Absolutely amazing! Well executed too! Can't really say anything negative about it. The boss was great, and the planting mechanic with the bugs ripping them out was smart too. Some extremely minor things. The health bar was the same color as the background. Like Binding of Isaac, make the movement and shooting directions independent, i.e. WASD to move and Arrow keys to shoot.
Alright, played the game. After some initial confusion in the beginning, I got the hang of it and started hunting for the upgrades. I got the grab/place item, the thing in the mountain which allowed me to kill the slimes or un (not sure), and then the feather that I don't know what did. I then gave up.
I could identify two bugs: 1) Explosive jumps where sometimes you reach greater heights. This is due to poor floor detection controls and can be fixed by having the player jump ON PRESS as opposed to PRESSED. 2) Touching walls disables jumping. Don't know why though. Godot makes all this much easier with the premade function is_floor() and on_wall() - or something like that.
Polish should be focused on more feedback to the player. Like a HUD that shows which items you've collected.
I found the shifting background really well done! Good game for a game jam!
I second everything flavedogame wrote. I'm just going to go through my experience from when I opened the game.
"Cool a top down puzzler! The helsman is funny and I love the original humor. Lol, I just died instantly. Lol, I died again! ... Wtf. I don't have the patience for this."
In summary, I'm too impatient to be playing such an unforgiving game - that's just me though.
Awesome! By far the game I've played for this GameJam so far. It runs smoothly and the springy platforms were really well done. Using crouching to speed up on descents is extremely smart, because it adds skill in the form of risk management and timing.
I hope I'll find the secret at the end eventually. My record is only around 3900
I played and commented all the browser games, and will playing the downloadable ones eventuallly on my PC.
I've submitted my second game ever, this time with a teammate that worked on all the sprites with me doing the coding.
Hope to hear great feedback! https://itch.io/jam/great-spring-game-jam-2021/rate/942474
I made it to 7001! The lighting was amazing! It made feel majestic at times when I had a good amount of petals.
It does get boring though. Perhaps adding some difficulty with something you have to jump over to avoid getting hit that incentivises the player to jump. But if it was the peaceful atmosphere you were going for, then you got it 100%.
Bug: When I have to pay 100 phosfor on the max level tree, the requirement shows 00.
Flaw: I got kicked out because I accidentally pressed on the 'sumbission to the gream spring jam' link covering over the game screen.
Great game! I may be retarded, but I had a hard time collecting the resources, I feel like they should have a bigger collision shape.
I found the different aspects of the game pretty smart. Defend your flower from snails by commanding frogs to eat 'em. The use of phosphor and nitrogen. What amazed me the most was the shifting of the sprite when you're planting the flower. Very cool.
I hold similar opinions as the other comments. I would like to add two things though. I loved the atmosphere, which is due (I think) to a good combination of sound and art. With regards to movement, is it intentional that diagonal speed isn't normalized? If not, remember to simply normalize the speed vector.
Awesome game!
I liked:
- The concept of having to build up size to break wall, that escalates the difficulty of maneuveringthe level.
- The art is simple and easy on the eye. It has a nice charm to it.
I disliked:
- The ball goes off-screen to the sides and is sometimes hidden from view due to the trees.
- The balls to pick up don't stand out and there is no feedback besides a slight size increase and number upon pickup.
- The floor details were non-random. The non-textured walls.
Also, sound makes a huge difference. I know it's a super obvious one. I added it last minute because eh, but it really would have been nice as a feedback for the pick up.