Absolutely insane what you guys did for a GameJam… Not sure what I can say here, I’m speechless… Great job, everyone!
DH
Creator of
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I recommend trying Blockbench. It has a unique (voxel) style, which fits well for retro/PS2 style games, but either way, it’s really easy to get into.
For animation, most game engines should support skeleton animations with existing models.
I see you struggled a bit with the resizing in the clip, it’s a lot easier to scale the cubes using the scroll wheel instead of dragging horizontally :P I guess it wouldn’t hurt to improve that aspect for people without scroll wheels.
The tiles are linked based on color, and this is also further indicated by the particles that come out from the player, but as we’ve gathered from the feedback so far, the particles/colors are not too obvious. The colors are also a bit different in the web version, hopefully that’s an easy fix :P
For the assets, we were originally split between “factory-robot” setting (the lasers are from one of those stages) and a more “fantasy-wizard” setting, so we decided to go with a combination :D
Thanks for giving our game a try and glad you enjoyed it :)
Shadow Wizard Money Gang 🧙♂️
Nice puzzles, I like the rune mechanic and props for the cool torch effect :D
The movement was a bit wonky at times:
- Landing on the ground after jumping would sometimes make the player stuck (wiggling around or jumping usually fixed it)
- When the player’s “shrink” spell runs out and he’s enlarged to the original size, the player would sometimes get a part of him stuck underground (this actually killed me once, even tho I was in an open space)
- The windows render on top of the platforms (see uploaded image)
Nice game & puzzles :) I love the CRT filter :D
There’s an issue where, if the speedrun timer is on, you can’t interact with objects on the bottom part of the screen.
It would also be nice if the reset button was somewhere on the screen instead of having to pause first, or if you could instead reset with R.
The 2 ideas I gave (highlighting spawnpoint area, or spawning in a radius around the player but not in front of him) are a “tweak” to the current game idea, keeping the gameplay the same. Switching to waves instead of levels changes the core gameplay loop. It’s not a bad idea, but keep in mind that the gameplay might change a bit.
Also, I’d say that the “growing into a different level” works well for the jam, but for an actual polished post-jam game, it would be cool if growing/shrinking the player did more, so that it’s a more “active” part of gameplay rather than just a “stage transition”. Maybe once you reach a level, you can grow to that size whenever you want (and scale down as much as you want); to make it a more active part of the game, maybe you can have specific powerups only on specific levels, or maybe an “invincible” enemy that has a tiny hitbox for which you need to size-down, etc.
As for the items, here’s some more ideas (either standalone or in combination with each-other):
- Glow effect on the items
- Pulsating (growing and shrinking) effect
- Sound effect when an enemy drops an item (this one might become a bit annoying? but I can also see it as something that makes the players go “heyy, an item just dropped somewhere?? let’s gooo”)
- Magnet-ability that allows you to pick up items over larger distances (this one doesn’t really help much with items that are off-screen tho…)
- Minimap that has the player in the center and showcases both enemies and items
I really enjoyed the puzzles and the vibe of the game :)
I ran into a bug on stage 1 that I’m not sure how to reproduce. I was messing around with the controls and swapped the 2 characters while they were on the opposite colors (red char on green portal, green char on red portal), one of them exploded and the stage restarted 🤔 I tried to reproduce it a few more times, but the only time I was able to get one of the players to explode was after switching to it while it was squished from the scalable blocks (which I expect is intended behavior).
Addicting gameplay, I see potential :)
Main issue I have is that the enemies sometimes spawned in front of me. Either highlight the area where enemies spawn or prevent the enemies from spawning at all if the player is nearby.
Some other nitpicks, the sliding gets a bit annoying in later stages, and it would be nice if there was a better indicator that a powerup has dropped somewhere.
Another thing we noticed were the birds :) we also wanted to make them collectable but focused on other things and scrapped the idea at the end.
There’s 2 birds in our game, 1 is on the 2nd stage, the 2nd is the one we used for the game icon (with the background edited to be the space-block texture) and is hidden in one of the maps :D
I love how our game idea was almost identical, but the 2 final games are still pretty unique. The puzzles were fun and the crystals also added a nice mechanic.
Some nitpicks:
- Hovering over buttons, doors, etc. gives you the same “scale” cursor as when hovering over scalable items -> change the icon there
- It wasn’t really intuitive for me which object would be scaled up and which one would be scaled down when scrolling. The different colors are nice, but not intuitive enough -> maybe add some GUI icons on the screen, or some indicators on top of the cube
The only real issue (bug?) I noticed was that the jumping was a bit off, eg. not jumping properly or unable to jump right after landing. It doesn’t impact the gameplay much, but it would be nice if you could look into that :)
I love the music, I love the art, I ESPECIALLY love the animations and particles that remind me of Metal Slug, I love the shooting SFX (the first gun’s SFX stood out to me).
I do ended up getting lost a lot, so adding something like a minimap would be a nice addition.
There’s also a bug where when I was spam-shooting the 3rd gun (the crate-destroying multi-gun), the player would be unable to jump even after firing the gun. I could continue jumping as soon as I moved around a little bit.
It would also be nice if the destroyed tiles persist when going back to that segment of the map instead of resetting.
Another suggestion would be holding down the button to auto-shoot instead of spam-clicking it.
Insane game, criminally underrated (I found this on the bottom sorted by number of ratings).
I’ve actually been working on something similar in my spare time :) Very amazed with what you made.
For changes, I agree with what the others have said about making the components more obvious as to what they do.
Very glad you enjoyed the game :)
I think the idea is that when something new is introduced, the player can mess around as much as they want since there’s no penalty to dying (no max lives, no lost score, etc.). Though, it would probably be nice if we added some “guide arrows” to each new game mechanic (similar to how the first stage is)
Nice! This gives me a bit of nostalgia of some old arcade games I used to play (can't think of any names, the only thing that comes to mind is Burger Time, but thats not really similar in gameplay).
Music and art are very fitting with the vibe.
The controls are a bit weird/unintuitive, but you do get a feel for them over time. Maybe some better keybinds could work, unless you're purposefully going for more "trickier" controls as a gameplay element. Also, I noticed that it took some ~10 seconds after I reached the goal (6kg?) before the game transitioned to the menu screen.
Love the fractal idea. Some improvements that come to mind:
- Being able to zoom in on your pieces in later stages
- Speeding enemies up for later stages, or an option for x6 or more speed. Even with x3 speed, the waves still feel slow.
- As the previous comment mentioned, the last few waves are a bit laggy (I only noticed this on x3 speed)
- The game feels a bit too easy, maybe lowering the $ drops could help?
Yes to both. Space for boost, and for the rest of the conttols check the game page:
https://lorddeathunter.itch.io/eye-see-mountain
(The link should also be available somewhere on top of this current page as well)