Ahhh thank you very much for reporting!! That does definitely make it hard to see. Can't say I understand which unity thing this is yet but I'm sure we can figure it out and fix it!
Hope you had fun anyway and thanks for sticking with it and even checking different ratio's!!
MarcNeeleman
Creator of
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Nahw Thank you so much, so glad you had fun and want to keep playing, that means a lot!!
We participated in this jam initially because I (Kim and person who keeps replying to these comments) wanted to understand and experience what my partner (whose name is on the Itch account) does for his study (game development). I had a really good time, a lot of fun and learned a lot about unity, tilemaps, coding (the buttons were (mostly) all me woohooo), etc. so you will definitely see us participating again ;). And we decided to keep working on this game as a way for me to learn more about coding and games. So updates will definitely be coming but they might not be as thick and fast since apparently I first need to learn how to code... :)
Really cool idea and fun levels, my little guy do be faasssttt haha. Can be hard to figure out what you can jump on and what not. Maybe you could highlight the top of the surfaces you can jump on top of with something or even just adding more arrows (especially in the first level when I didn't know I could jump through many items but stand on top of them) and after that the player can figure it out more freely? Idk I do also think it adds an interesting sort of puzzle element to this platformer which I did enjoy but idk if that was what you were going for :)
Ah thank you for playing our game and all your good feedback! None of us are very familiar with audio design so it was a bit of a struggle. We did have a cool idea that the scaling would play notes on a music scale (different one for each character) but we tried to implement the one on a piano and it sounded really off. We tried to look for something different but it was cutting it very close to the deadline so we decided to just leave it out sadly enough.
I loved the audio in your game so if you have any suggestions how to implement this well please feel free to let us know :)
How fun encountering my fellow teammember/peanutbutter enjoyer in my first gamejam!
First of all, great concept! I obviously love the idea of minigolf being scaled up to a planetary scale, but this actually works so well with mechanics like gravitational pulls and adding thrusters to the golf ball. I was a bit confused in the end when it seemed I had reached the final planet but nothing much happened sadly enough. Overall this was really fun to play! And cool to see you gaining more experience in Godot!
I hope you check out my game as well, I finally actually made a 2D game for the first time rather than making 3D games all the time ;)
Ah happy you enjoyed our game. We were mostly inspired by Fireboy and Watergirl but definitely also took inspiration from other co-op games like "Snipperclips" and "It takes two" to try to make good co-op levels. We initially intended to create more levels and fill all the stars but maybe we should have predicted that that was way too ambitious for 4 days, haha. In the end, we decided to keep the menu select like this because we did not have time to make another one but also because we really liked it. In total there are 7 levels and if you finished them all you should have gotten the "thank you for playing our demo" at the end. Maybe we will add all the levels at some point since most of them are designed, just didn't have the time to put them in :/
Wow this game is addictive but also WOW this game is hard! I played for about half an hour (I really enjoyed the concept and the art ;) but I don't think I managed to create a complete potion before the customer left. Can really see how this could turn into a fantastic game but I think it needs a little bit of balancing. Even just making some customers who want potions that only require 1 or 2 ingredients would help a lot I think.