nice idea! Seems like a very fair placeholder feature. Glad the screenshot was helpful : )
nsubordin81
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Thanks! I'm so glad I participated.
Yes thank you for letting me know about that experience, I definitely see that on my own playtests and feedback I've received from others so I've got some good foundations on what parts to cut out (or just redesign on top of the core concept) and what parts to build upon, every little bit helps! The character getting through one of the colliders is a new one, I can totally see it happening though, caught a few seams myself in the last few days of the jam.
Thank you for playing my game and taking the time for the review!
this was incredible. I like that you found some solid assets and went after the gameplay programming and design for a fully polished game with well considered balancing of your mechanics and everything. This would ahve been a quarter grabber for me in the arcades. You accomplished that stated goal of 'as intense as you want it to be'.
I saw some echoes of Hollow Knight or games that preceded it with these ideas in your way of having the minerals remain where you last died kind of giving you a chance to recoup the currency that you had lost. That and the level progression occurring when you lost a boss battle with the really cool transitions both graphically and with music, subtle yet effective nods to the jam theme, chef's kisses all around.
I played through until the first area in level 3 where my ship got stuck between two asteroids and I couldn't seem to back thrust my way out of it. Attaching a screen shot just for reference of where it happened. It was a pleasure playing!
Haha me too. Thank you, So glad I know the controls are a bit wonky I'm really glad you were able to tame them enough to get through to the finish. Your suggestions are right in line with my backlog, that you came to them as a player is very reinforcing. TY!! PS looking forward to giving your game a playthrough tomorrow, love shooters in that vein and the clips look gorgeous.
wow that rating process was easy 5s all the way down. elevator music and tone of art etc. was perfect for the game theme and matched the jam theme as well. I'm very impressed you had such good flash style art, SMB esque hazards, nice touches like zombie sound effects and particle effects on death and acid, good level progression and built-in tutorial style gameplay, appropriately tight platformer controls (that would maybe be my main thing to tune out of this whole thing but what you had worked just fine) and a mechanic that provided a lot of fun, experimental emergent things to do to get through levels. Awesome game, well done!
wonderful execution, feels like it is right on the verge of being publishable as is to an app store somewhere! Could have played for hours (almost did!) loved the innovations on match 3 (at least what I know of it, I don't have a lot of exposure). second level having not full grid added new strategy, when and where to fill with dirt and graverobbers really had me thinking.
wow I really like the use of 2d physics for the core mechanic and also the idea that you start from where you landed and can only shoot from the primary zombie for now. It was simple, well executed and had a ton of fun factor. very impressive you put this together so fast, could see a whole puzzle platformer based on this concept as a huge mobile game.
was left wanting more, really enjoyed this, a solid submission in all aspects (save maybe my audio didn't play, not sure if that was the game or me). There was attention to things that make a game feel complete that really stood out in this jam. I will be peeking at your source to learn a thing or two.
Excellent Game! Loved the visuals and audio and the puzzle aspect, the constraint of a very short lifespan per spawn and respawning from different locations during the same playthrough worked really well, level design showed off some good examples of varying spawn points as tactical advantages for different objectives. dialogue was clever and humorous. Smart move having spacebar force an instant respawn, helps with player patience. With more dev time I could see some definite potential in varying the lifespan or pickups to do so, maybe dependency chains between the objectives also for some nonlinearity in each overall task (and of course boss fights, wakka wakka!). Very well done, played all the way through.
Thank you! I appreciate and totally agree with the feedback. Others have mentioned the controls as well, I think there are updates to be made there. I'm glad to hear that you see potential in the puzzle aspect of moving another character around, I agree the controls are the primary issue, one of the main problems I've faced is how to properly represent influencing the NPC character from a safe distance in a way that is entertaining. I tried a few things like having the player be able to walk through the NPC and there were drawbacks I found with that so I added this bubble around the NPC and maybe introduced more drawbacks. The size of the projectiles and the way you shoot them, maybe too many degrees of freedom for rotation for you as the player, could be better with tiles. Thank you this opens up some definite lines of thought for me for future tuning!
I watched your stream! thank you I got a lot out of that because it showed me specific areas I can improve on. In addition to the bugs that were more obvious to me there were ones I had blind spots about lacking player perspective so watching you go through it was very helpful.
I don't know if you recall the details of my game because seems like you've played a bunch of these by now, but one big issue that I knew about at submission time was that the NPC could trap your character. That was itself an overcorrection to a bug I discovered. I'd noticed the player and NPC were both rigid bodies with the same mass, and since the goal was to get the NPC to walk over the white squares there was a loophole where the player could just push them around like a cart instead of shooting at them.
To counter for this I made the NPC mass 10 and had player mass at 1, so you end up getting trapped by them and have to keep shooting them until they walk in a different direction and let you go free. This was definitely more of a bug than a feature, as was having to move in a direction before the projectile would have motion in that direction, I just had trouble getting the top down world orientation of the player entity and keyed off of their movement controls instead. More my lack of experience than intent, but watching you play I also got to see that the instructions were too wordy (totally agree, this is a problem I have, this post is a prime example) and the display ratio for the webGL build I also kind of stumbled into rather than picking one that would work more generally for screen size.
Very helpful, I learned a lot thank you very much.
OMG thank you for rating my game so I could find yours it is so good! writing this in less than 1 min but have so many great things to say about it. Not going to dwell on the quality markers because it is aces all the way through. Please make this game into a full fledged release. I am planning to go back and donate and if you did something like steam greenlight for a more fleshed out edition lmk because I will buy. innovations I appreciated, the progressive interaction of dialogue and exposition built in, the store that appears where you need it, the two trials just had some really fun ideas esp the marksmanship one. was like quake meets the secret island of Dr. Quandry. love it love it love it.
Wow, does funny monkey studios or Sno Bunni or both have another platform with additional releases? This game had so much polish for the 10 day submission I would love to play the games that you all work on for longer periods. The models and environment had a cohesive aesthetic, music and sound effects were right on, fps mechanics were on point. Feedback to improve this one would be make the AI less superhumanly good (not sure if I stumbled on a hard setting or am just not great at this type of game but seemed like my 5 flames were exhausted real fast, hiding and throwing bombs was the strategy I went with because of reload speed. particle effects or a red dot/sight overlay might help with aiming). Overall super well done if this jam were a competition I'd be like "no fair these two are ringers!" Well done.
wow yeah I really enjoyed this, the mechanics were simple and I was able to kind of figure out the goal as I played. Agree the vibe was creepy. Just watched Stranger Things season 4 vol1 and this had kind of a similar vibe with the melted kind of afterimage walls, great aesthetic, the mixture of 3d and 2d in the models works well and the sound effects too! by the time I got to level 8 I was moving so fast I clipped through the walls and was just roaming around in deadspace but still found my way to the door haha! Had a lot of fun, can see you taking this in a few different directions if you wanted, but I like this by itself too.
I really like the art, music and looks like there is a good level design there, the concept of the devil chasing you definitely added a cool touch, kind of reminded me of the mario levels where the sun is chasing you for parts back in some of the NES/SNES titles. Excellent work under the deadline and it looks like you've flexed some game design and art muscle to get to this point, def. should be proud of it!
I am new to jams and gamedev myself, I did a platformer for my last one and would have for this one but didn't think I could get it done in time (you did, well done!) When I did try one, I got some good advice from a veteran that I'll pay forward in case it helps you all. From what I understand a lot of devs avoid using the unity physics simulations and instead create your own jump physics. It is all a matter of taste, but a lot of prospective players will tell you your game is 'floaty' when it uses actual rigid body dynamics, realistic gravity and mass etc. Of course then what if you want a mechanic that requires realistic physics? I bet there is a way to have your cake and eat it too there but I'm not sure the nuances. I really like this video for describing some simple formulas for a DIY 2d platformer physics approach:
then to build on that you have double jump, coyote jump, various tweaks on acceleration for running and in air, etc. that can all kind of be bundled into your 'movement mechanic' and there is still room for innovation with regards to how high, how fast or what have you. I noticed this game had wall jump but I had trouble (using a keyboard not gamepad) getting the wall jump to happen in time.So just in case you wanted to develop this one further or create a whole new game but have it be a platformer, those were just some things that I thought were helpful to know. Celeste, Ori, Mario, SMB etc. are deconstructed in various places too, but I found having someone give me the basics was more helpful than what some of these videos had to offer.
Very nice! I like how polished your title screens and site page were, that you had great pixel art and animation for all the sprites and appropriate background music/sound effects. Everything felt really cohesive and I really enjoyed the challenge of it.
Options for building on it that would make me like it even better would be having clear indications when an enemy or player is hit, the hp bars do it but given the combat is so close range it sometimes was hard to get a sense for the damage being dealt and death (and death while dead) kind of snuck up on me. A forgiving hitbox or slightly more evasive power for the player before they die might also add some nuance to the action, but I def. see where it is going and I like it a lot, could be adapted into a larger 2d action game or into other genres but keeping this core idea. Overall an excellent game, well done!
Thanks! yeah I agree with 'okay' evaluation, playtesting unfortunately was down to the wire and limitless projectiles that simply turn the player in such a narrow maze like level doesn't give the puzzle or fun aspects I was hoping it just organically would. I'm thinking a few things that might help are to separate your avatar from the 'living you' npc with barriers and making the influence projectiles more bouncy, maybe have the npc ai be a bit smarter and alternate between more random search modes and pathfinding modes that you can influence with pickups or something, possibly opening up the level design and not having it be pac-man style all on one small screen.
It may also just be less intrinsically fun to have the main objective be to control a pawn of another character that doesn't have any intelligence programmed into it, so will give it a few more updates and evaluate whether it is worth developing further. I appreciate your playthrough and feedback, especially given the Windows security warnings! Will try to find a way for the self extracting archive strategy not to get flagged like that, also considering just doing a WebGL build for my submission page.
The difficulty levels w/checkpoints were very well done, I was able to play again and get all the way through the game this time (on casual, better step up my game now ;{P .
Before I'd only played up through the end of level 2, now after seeing the whole game I really liked the moving npc aspect and the secret area in level 3 that seemed to cut across and through multiple parts of the level. Really strong design.
I found an effect for the secret area where if my ghost goes back to the entrance it gets covered up again with me inside of it, but moving back and forth shows me again. I'm guessing maybe not intentional if I'm still within the boundaries of the secret, maybe. I actually found it an interesting kind of mysterious feeling, kind of a cool effect where it seemed the level was closing up on me. Could be an interesting fog of war thing to have it sometimes re-shroud traversed areas with you still inside them so you have to figure out how to get out, but if there are hazards nearby could result in a death that feels unfair.
I got a chance to play this, I really like the style! It reminds me of NES games. character design is also really good, Cuadrado is a lovable little cube. I liked the air control of the jump so I get what you are saying about wanting to hold onto that even if you change the jump in other ways. the colliders around the spikes seemed to register a hit with my character early so sometimes it felt like they were getting me early, but that could be the animation playing tricks on me. Overall, really like what you've got here and eager to see where you go with it, let's keep developing these and make them even better!
Wow this game is incredible. don't know where to start. It is like someone took the addictive quality of pac-man and added the well crafted and carefully well thought out level design of super metroid. All of the environmental hazards are in perfect support of the movement constraints on the ghost and the maze puzzles, and there is a good build up and in game tutorial aspect.
The polish of the visuals is very nice and cohesive. The animations and sounds fit in very well. I felt like the timing of the spikes was tuned so that even if I pressed the direction buttons faster the animations played like I had just narrowly escaped death and that was a nice touch. I never get bored of the looping melody, and having just composed a tune thats arguably too busy for my own game, feels like I just got a masterclass playing yours ; ).
I have only made it to the second or third key I think, died a bunch of times, but got a real sense of accomplishment when I found the right traversal strategy to let me pause enough.
I'll agree with others that the game punishes you very harshly for hesitation and that is challenging and also kind of part of the draw. I still haven't reached the point where replaying the same sections got too old though, because the threat of dying doesn't go away, so it became a challenge to 'speed run' through the level again without making unforced errors.
I'm also not someone who does as well with games where you have to be quick with your button pressing or execute long sequences with the right timing (I'm historically a fighting game button masher and game genie junkie), so selfishly I'd like to see more elements which are about the pre-planning strategy and multiple traversal/exploration aspects that I was already seeing so far. Like more Mario and less Super Meat Boy I guess for a cliche analogy. That being said, this is already a perfect version of what it is, so mad kudos to you Mr. Raimondi.
I finally got to play this and really enjoyed it! It was reminiscent of some SNES games I used to play esp, the cut scenes with humorous dialog. the core mechanic was a great idea, and well executed. Critiques I'd have are mostly listed already and seem like the could affect your design choices anyway, because having everything freeze when you fire seems core to the experience, but I still found it challenging to fire quickly enough, navigate the projectile and evade enemies. I haven't played Cave Story but this makes me want to if it is so inspired.
Ooo also good point about the platforms that remove time, in the last level I had intentionally chained them so that you couldn't walk across, but that was the first time it was like that and there were no indications that you could lose time again by continuing to run there. Also, right now it is setup with an onCollide() callback so if your player collides with them two times in a short period of time you'll lose time twice (also with the toggle switches, which is something I had on my list to fix also). Thanks! re-playtesting after getting all this great feedback has helped me see those issues more clearly, and there is a bug. If you play twice without restarting, the number of times you ran out of time is still saved so you can't improve your score :blush:
Happy to have jammed with a kindred spirit! So much unexplored space in this genre, good to hear from a fellow spelunker ; ). Thanks I was definitely hoping that the timer mechanic would set that urgency tone so it is encouraging to hear you got that feeling.
Haha yeah a month went by really fast! This being my first time trying to set a deadline on my game dev I was really happy with how much I was able to get through, but yeah so many things stayed on my backlog. Let's commit to getting that TLC in together. I'm looking forward to playing your game and the games of others too. I've been behind with my playing and rating since the jam ended but I hope to get to some this weekend.