absolutely. Our goal was to make the game ourselves and not use anything that wasnt ours for this jam.
Mishtiff
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Solanum, Great work here. The idea is fantastic and fits our theme perfectly. I rated you pretty highly as the game is overall well done.
1. Controls could be massively improved. I found myself unable to complete tasks because the input wasnt recognized. I have pretty damn good coordination and speed, so i have to imagine this was a limitation in the engine.
2. I would have loved to see less speed increase over time, and longer chains to press instead. This would have been awesome to be like "I got to 8 key press firewalls!
keep up the good work!
Mandinga, I had fun with this one. I really didnt enjoy the way moving works, but I still enjoyed the game.
1. Controls. I would have loved more control with WASD. I think your goal was to make it hard to navigate though, which I do respect.
2. More content would have been great, as the game was fun in the short time you get to play.
Joao, This was a good idea. Definitely stood out on the take for this jam for me. The game was difficult for me to get into (only because it wasnt my type of game), but I think you did great work here. Im going to be fair and not give feedback as I dont have a better look on it than others will. Thanks for submitting! :D
Hey Cat, good idea for this. Incorporating a card game into it was great. There were a few things I would have loved to see:
1. Certain levels didnt allow you to see the card placements. I would just always keep that.
2. Clearly call out when a card will be destroyed after using it.
3. I didnt understand why my bot would lose health most of the time. There were times that he would lose significantly more health then others when just walking.
4. The card system is actually great for this, you just need more content and a better idea to get the player to really have to think hard about levels.
Great work!
Hey Ninja, resharing from my discussion post :)
Great job on this. I think you have a really solid idea here, it just needed some more work on level design to really hit high marks for me. I enjoyed playing through everything, but here is some feedback!
1. Level design for this kind of game is extremely important! If you had created some obstacles that would kill the robot, the player would have had to make better movement decisions!
2. I would slow down the bot and smooth the movement. His idle close range movement was the right idea, just needed some polish.
3. The line between the bot and the player could be improved by causing it to alpha down to zero. This would be a really cool way to show the player how much further they have to go before they are too close to the bot! (or increase alpha the closer they get and have it not show when they are far, either way!)
I actually had tried your game prior to your post! Really cool take on flappy bird concept.
1. The separation from the killing mechanics from the background/world. It was difficult at times for me to understand what I was running into to die .
2. I would recommend to increment the players score for every second they stay alive, and have shooting an enemy be worth like 3 or 5 points. this gives the player a reason to want to try to live as long as possible, but at times risk trying to kill an enemy for points!
Good work here!
Hey Ninja,
Great job on this. I think you have a really solid idea here, it just needed some more work on level design to really hit high marks for me. I enjoyed playing through everything, but here is some feedback!
1. Level design for this kind of game is extremely important! If you had created some obstacles that would kill the robot, the player would have had to make better movement decisions!
2. I would slow down the bot and smooth the movement. His idle close range movement was the right idea, just needed some polish.
3. The line between the bot and the player could be improved by causing it to alpha down to zero. This would be a really cool way to show the player how much further they have to go before they are too close to the bot! (or increase alpha the closer they get and have it not show when they are far, either way!)
Great work, good idea. Thank you for sharing it
Hey Somewhat Nerd!
First off, great work. After a year and a half, it looks like you are picking up things pretty well. The intro was well done, and you should feel proud of that. I think its something that really made the game feel good when first spinning it up. The gameplay was short, but the idea is definitely there.
A few things I could recommend:
1. Bugs. Admittedly, they always bite everyone. One thing to keep in mind for game jams: If you hit a bug that makes the game unplayable or have to restart prioritize fixing that bug! This is because its SO EASY for the player to give up on your game after 1 or 2 restarts.
2. You can disable collisions for the AI once they have completed their task. This should resolve some of your collision issues (i think).
3. This would have been a really cool idea if the AI needed to be guided to the fruit. Once they were guided, they eat the fruit, and then go do a task for you. This could be them lifting and placing the blocks because you are unable to lift the heavy objects!
Overall this is solid and I highly recommend you keep putting time into learning and becoming more efficient so you can pump even more work out in your future jams. Best of luck my friend.
I REALLY wanted to put in a way to recover health outside of the talent, but we decided to have it be a tradeoff for lategame. I do agree, there absolutely needs to be a way to passively heal without getting the talent. This is something we can think about if we continue this project after the game jam :)