This is not a good game...
oscfri
Creator of
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It is kinda expected that votes are going to be unfair unfortunately. There are so many games to vote, but only very few games will get more than 100 reviews.
In a perfect world everyone would have the exact same reviewing standard (and everyone would have time to play all games). In reality the standards and the interpretations of the votes will widely differ from person to person.
You can be unlucky and only get reviewers with high standards, while someone else is more lucky and only get reviewers with low standards.
Not sure if that's the case with these games though.
The idea is interesting, but is unfortunately poorly communicated. I didn't understand exactly what patterns to look for, and all the bullets just kept distracting me.
It would be nice if the game started at an easier setting with fewer bullets so it's easier for the player to learn the core mechanic, and then at a later level introduce this bullet hell.
I tried your game, and it's fun once I got hang of it. I think the problem is that it starts too difficult way too fast.
Give the player a chance to get a feel for the game before you max out all the enemies. Now I only got a few seconds to figure out how to play the game before I get killed. I wouldn't mind this difficulty 30 seconds in to the game
Cute visuals! We clearly had similar ideas for our games.
At first I didn't understand the rules of the game. For example, I thought my goal was to protect the pear from the birds and that I lost points when it hit the birds (then I figured it all out by actually reading the description at the title screen :P). I would like to see some more visual cues that make it more clear that it's the birds who lose damage (maybe by making them flash in red).
It's also about making your game accessible for as many as possible. If I have to choose between downloading a zip, unpacking it and executing a potentially malicious executable - or just play the game in the browser, I would choose to play the browser game all the time unless it's a game I really want to try out. Especially because I'm on a mac, which prevents me to play games only playable in windows.
In that sense participating in a local game jam is quite funny, because then you don't really have that "knowing your market" limitation. I've been to some game jams where people construct their own controllers with arduino boards or makey makey, which wouldn't have been possible to do in this game jam.
Good boss design is difficult, but you managed to do it great! Their patterns are interesting and it's easy to telegraph their movements.
However, I think it got a bit tiresome shooting the bosses after a while. I'm not sure why that is, if it's the lack of music or if there's something else that needs to be added to the game.
I think one good rule of thumb when making games for a game jam is if you think the game is hard, then everyone else will probably think it's way too hard.
People won't spend more than a few minutes playing your game. You've been spending 48 hours with it and possibly adjusted the game mechanics to make it feel good for yourself, so naturally you're the best person in the world at your own game.
I regret not compiling my game earlier. It took way too long time to compile and I was very worried all my work would be for nothing. If I had compiled the game earlier it would have gone faster to make the final build (it would be able to reuse some compiling steps). Fortunately the deadline was extended due to the server overload, so I could finish building the game in time.
But then I found out that the title screen looks bad in some resolutions (like in the browser build), which I would've found out earlier if I had time to test the build before uploading.
Here's my game btw:
https://itch.io/jam/gmtk-2019/rate/463448
My game is a space invaders/breakout style of game where you're a squirrel throwing an acorn to kill spiders.
https://itch.io/jam/gmtk-2019/rate/463448
This is maybe not a hack, but I decided to implement a combo system where you can earn extra points by killing multiple spiders before the acorn lands on the ground again, which will make the game a bit more dynamic. The implementation is simple: when the acorn collide with the ground, the combo counter resets to 0.
The thing is that it's possible for the player to pick up the acorn before the acorn hits the ground. But instead of adding extra logic to reset the combo counter when the acorn is in the player's hands, I thought it's better to leave it as it is. Then skillful players are able to stack even longer combos by catching the acorn before it hits the ground + I write less code. I saw it as a win-win.
Another "hack" I'm proud of is the clouds in the backgrounds. The clouds are actually based on the inside of a cylinder that rotates around the scene. Incredibly easy to implement, and I think it adds to the game.
Here's how it looks like in Blender:
My game is playable in the browser and mac https://itch.io/jam/gmtk-2019/rate/463448. I'm also on a mac, so it's a bummer I cannot play so many games.