If it helps, I didn't see any untoward blur in your game. Thank you for the kind words! I've been going over all the small pieces I wanted to add, and slowly fixing them up.
MrTTheUSB
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Thank you! We loved the idea of having a semi controlled chaos, where you're running around with semi reliable precision on you're aiming, and I discovered the idea of swapping the shoot directions by mistake, and loved the extra control it gave, so we kept it!
You aren't the only one to struggle with that button assignment I think! It might be because you're on a mac. I built this in windows, and the control scheme is based on what I found most comfortable during playtests. Lesson learned for the future in terms of control accessibility!
Equally, the UI does need some serious love. I left way to little time for the UI (and Sound, of which there is none!) And both have suffered for it. Another lesson learned, but to answer the question, technically I had thought of it as an ammo count. The magazine starts at 100, and there's a three second reload when you run out. As someone else has suggested we're going to implement both a visual indicator of how many shots you have left, and also a reload animation.
I love it! It's nice to know I'm not alone in my blunders! I'll have to check your game out!
Thanks for the feedback! I worked on making the physics feel the fun kind of chaotic, so I'm glad that worked! The UI admittedly has not been given the love it deserves, I am overhauling it as part of the updates we want to make for after the voting period. I had assumed a UI would be fairly simple, but was proven wrong!
Thank you! The control scheme is a little strange, its basically what I defaulted to while playtesting, and I didn't think to standardise before building it out! Something to think about for future jams/releases! I definitely lost more time than I should have to playtests during the jam due to finding it addictive! (but I think that's a good thing too!)
Thank you so much! Yeah when I originally was playtesting it I had it so that the gun would sway, and a small bug meant that it would spin around, and I discovered then that it added a strategic layer to the chaos. I definitely did want to try and encourage the swapping in play,so I'm glad that's what you came away with.
The controls being wrong is annoying! I was sure I'd put the right controls down, but I might have made a mistake, which ones weren't right for you?
I had wanted the controls to sit on screen, but we ran out of time long before the end of the jam, so we uploaded what we had. I'm slowly revisiting the game and adding all the things we didn't get to, which I'll upload after the submissions period!
As soon as Fourier was mentioned, I knew this was going to be clever, and I wasn't disappointed. Very simple concept, but enchantingly executed, creating a distinct and cerebral little puzzler. It would be exciting to see if this concept could be developed further! Perhaps having blocks to try and hit with the ball as a bonus objective, and being able to increase the number of segments to allow you to perform more complex transforms. I loved it none-the-less.
It was a slow start for me, but once I got into it, it really shined. I ended up getting a rubik's cube feel to it, which I loved. The blocked cells were a great addition, but they seemed to be less of a constraint than I though they would be. But I agree with everyone who is saying amazing work, It's a fantastic game!
I love this game, it's a wonderfully absurd side scrolling arena shooter, and I had the most fun "assimilating" my beanemies! It is a little unstable once i got to the point that I was decked out in weaponry, the game would crash. (Something in your instantiate event for the bullets it doesn't like.) Also, if I knocked an enemy off screen while taking it's last weapon, the enemy just stands there off screen, and I can't shoot it because of the invisible walls, meaning I have to restart.
Don't let this fool you into thinking I'm not a bean convert (or beanvert if you will) I just want you to be aware of the bugs, so you can squash them, because this game is fantastically done!
Holy hell's bells! Props to whoever programmed the movement in this, it's pretty flawless. This movement would fit in and be amazing in any game, emphasized by the fact that I just sat and delivered e(lf)-mail for 20 mins, and it was THE BEST. Animations were adorable too, and whilst simple, they flow and give so much character to the player. The sound design was on point as well, the way the jump sounds resolve when you hit the ground is just... *Chef's kiss*
What a fun Coop game! Played it with my partner, and we had fun ferrying the items to the house, though we did get our arms lost at one point! Couldn't figure out how to restart the level, and took a while to notice the rating in the top left. But overall a charming coop physics game, and a giggle inducing time.
Great game! Had me sitting and thinking hard for some of the later puzzles, and some of the solutions I came up with really had me tensed up as i executed them. Loved the mechanics, and the twist that the magnetic attraction can only be broken by the enemies lasers leads to some seriously fun gameplay and puzzle solutions. Also, you had lots of puzzles for such a short time, every time I was sure I'd hit the last level there was another one! An absolute pleasure to play.
Thank you! We're really happy with the positive feedback we've received for this, especially after we had to down tools! I agree that it needs a little more UI/UX feedback while playing, to give a better understanding of ammo count and what the magnet guy does. (In our plan for the jam, we intended to have a "beam" of sorts to indicate while he was active that he was pulling stuff in.
Thanks! We really liked the added chaos of not being in complete control of exactly where you're shooting! We sadly had to stop after the first day, so we didn't get the time to polish it up and finish things off. But we want to revisit the concept again in the future and finish this game up the way we imagined it. We're so glad you had fun playing with it even in it's unfinished state!
The Magnet dude is there to attracted back pieces of the ship when they break off. The game is a little easy right now, and you can pick the pieces up by running over them, so you may not have even seen them appear!