Hahaha, hopefully they can all take a break now that the jam is thru :P
MiguelSeabra1999
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I found this to be really charming and funny!
One issue I have is that it really took me a while to find how to start the boxing quest, I think I would have like to be given a bit more direction, maybe characters could comment on it more.
But it's just so fun to run around and drag people around,
Great job!
I love the graphics on this <3
I am getting the bug mentioned in the page where I can't get the character to move on the start, I can sometimes grab an item, but I remain stuck, and after dropping an item I cannot pick items up again.
My recommendation is disabling collisions on all the items as a quick fix (Query No Collision) and adding a bug fixed version to the main page.
I would love to return to this and get the desired experience, and am available to help with any Unreal Engine questions you might have
What a cool idea! I love reimagining of older titles like this.
This seems like a concept that could easily be polished into a successful mobile game! Have you considered it?
There are a few suggestions I'd like to propose:
I agree with the comments about the restart feeling too long, specially when there is a bit of luck in the road layout at the start, if this took half a second, maybe the feeling of unfairness when getting a bad road would be minimized.
I would also consider roads without random elements, I think being able to retry the same road could allow you to pump the difficulty even higher.
This is a minor gripe but, I feel like the walk time between the start of the level and the duck getting to the road could be bigger, sometimes I felt like I died before even having the time to mentally process all the obstacles I would need to take into account. Another solution to this could be the duck starting still and only begin to walk after a button press.
That being said, these issues did not spoil my enjoyment and I think this has a lot of potential as a full release.
Cheers
Fun game and mechanic, I wish it was pushed even further on how fast it could get.
I mostly enjoy the level design, but I would maybe use fewer obstacles that make you wait for a window to pass through, since missing a window can be very devastating.
Bonus points for great presentation on all fronts, including high score screens and transitions.
Having the background of the itch page frame fit in so well with the game was a very neat detail!
Thank you for such a nice comment!
I'm glad you enjoy the movement, I had a lot of fun doing it, and I know it still has room for improvement, specially with some coyote time for wall jump and normal jump, and maybe faster wall slides.
There was actually another level with that enemy that we accidentally removed and only realized after the jam ended :(
I guess it will be DLC now xD
Hi, interesting concept here!
I like minimalist graphics, and the dynamic lighting really helps sell the look. I think maybe some Post Processing could have taken it to a next level.
The gameplay is solid, but I sometimes felt frustrated by getting shot by turrets that haven't yet appeared on the screen.
For me, the game is at its best when dealing with multiple waves of projectiles and having to be strategic about my mouse placement.
If I could tweak one thing about the game, I would make it restart instantly on death. Personally, I get pretty frustrated by long game over screens when I'm eager to try again.
Good job!
Thank you for your comment!
It's true that a lot of unique level mechanics could have been developed further, I'd love to release more levels eventually!
Your trail suggestion is quite good as well, and I can imagine it helping with the jumping over yourself levels as well. This was something we actually briefly discussed internally, but I was quite sure how to display it elegantly. In the end, I ended up using lines only for when selecting a past clone. If I get to work on this further, something like that is sure to be at the top of the to-do list!
Okay, it was my bad, I did not figure out that mechanic. If I tried to grab a box in the real, not recorded world, I would be unable to let go.
Huge fan of the concept and execution here, the later, timing based levels we're giving me a lot of trouble, even trying to move along to the beat of the soundtrack the door shutting hitbox felt a bit large.