Muchas gracias, Eduardo. ¡Jorge y yo te mandamos un fuerte abrazo!
Pablohrdz
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La idea de los sentidos está muy buena. La manera de resolver los de "look" me recordó a los puzzles de The Witness, y el juego tiene una vibra que me recordó a The Talos Principle. El estilo de arte es simple, pero usan los colores de manera fenomenal y se ve bastante pulido. La música también es bastante buena.
Creo que fui víctima del bug del segundo nivel. Encontré los círculos y no pude pasar de nivel, a pesar de alinearlos. También no pude jugarlo muy bien porque el GPU de mi computadora no era lo suficientemente bueno , y la rotación de la cámara era extremadamente lenta. Tal vez haya que hacer algunas optimizaciones gráficas porque por lo general no tengo problema con esto; jugué en una Surface Book con un GeForce.
En el segundo nivel, me costaba un poco de trabajo saber hacia dónde ir, ya que solamente aumentaba el volumen cuando me acercaba al objetivo, pero no tenía ningún sentido de dirección y no sabía hacia dónde moverme. Unity tiene un SDK de audio espacial que probablemente les interese utilizar para complementar esta mecánica. Lo usé hace poco en uno de mis proyectos y me pareció maravilloso.
Cuando tenga a la mano una mejor computadora, jugaré y terminaré su juego. Me interesa saber cómo incorporaron los otros sentidos.
¡Buen trabajo!
The game's concept is pretty cool!
I played this in single player mode, and like other comments mention, I found myself standing still most of the time (the difficulty took way too long to ramp up). I felt I didn't have much to do, except dodge the incoming soap. When I started the game, I thought I would get scored on how many other germs I could save, but apparently, they were just there as decoration. It'd be really cool if you had abilities/powerups to herd them around and save them!
I feel that with some changes, this game could become really fun. Cheers!
Thanks! Checking it out.
Here’s ours! https://pablohrdz.itch.io/the-adventures-of-the-jelly-knight
That was very cool!! It's a very original idea!
I started the game thinking the cool background would be part of a tutorial or something similar, and then when I jumped into action and realized I was controlling a spaceship, I was instantly frantic about not crashing against an asteroid! Hahaha I had so much fun playing this. The only thing that confused me was that I kept hearing the charge sound and seeing that there was a jolt of electricity coming out of my battery even when the spaceship controls switched platforms and the platform I was standing on had no control at all. I thought I had been repairing my hull all that time and then realized I was just standing there being silly while the spaceship was headed to its imminent doom xD
Playing your game! Will leave a comment when I'm done :).
Try ours here => https://pablohrdz.itch.io/the-adventures-of-the-jelly-knight
For the real challenge, try clearing every level by shooting only once!
You can rate us here => https://itch.io/jam/gmtk-2019/rate/463980
Thanks for the help & we hope you enjoy!
Edit: Had lots of fun playing your game!!
Cool concept! Very original!
Word 28: Feels
I uninstalled and then reinstalled your game to see what happened. The same word was there, exactly where I left it. I tried downloading it again and after installing and opening it, I saw it there. I couldn't let the challenge pass, and so I took to the task to figure out how you did it. I thought of how I'd do it, and so checked if you'd thought of it as well. Sure enough, it was there! Lucky me!
Nice job :)
Ah, I just thought of another thing. Perhaps you could take advantage of the shield being a bubble and could show the spider in the tunnel running around and piercing a bunch of bubbles. That way, the concept would be shown before the platform puzzle and the player could avoid death in order to entirely learn the mechanic.
Awesome game! I can tell when somebody does their game design homework :). I appreciated being taught concepts in a straightforward and clear manner. As other comments have mentioned, the only one that felt out of place was the spider. Here's what I think of that:
1) I think the first time I encountered one, I avoided it by jumping. Thus, I didn't learn anything meaningful during my first encounter with it, I just considered it a random enemy with a linear movement. I think it would've been much better to run into a spider in a constrained space in which jumping was not allowed (like a tunnel or something). That way, it'd be clear that I can run through it. You could then follow this puzzle with a long lifting platform that had one spider patrolling it. The player would have no reason to jump, so would very likely chill there until the spider killed them. This generally would be crappy because the player would die because of an untaught mechanic, but in your game, death is not really a huge punishment since you respawn in the last platform you touched, so I think this would actually work. The alternative to this is making it obvious that spiders can pierce a shield (maybe by giving them huge fangs), but then it wouldn't be clear why they don't kill you when running. Perhaps you should also reconsider the enemy being a spider at all, and look for something that made more sense visually for this mechanic.
2) The second encounter was the puzzle with the bullets and the spider was next, and when I accidentally hit the spider and wasn't killed, I was very surprised (I even thought it was a bug). Then I figured out they only kill you when on shield, but even so, there was no clear hint/feedback as of why this was happening. There's a small animation in which the shield slowly pops, but it's not very clear why. Again, the best thing may be to remove the spider for something more intuitive.
I hope these comments make sense to you, and let me know what you think. Also, I'd love to have your feedback in my game. For the real challenge, try clearing every level by shooting only once!
I enjoyed playing your game and learned lots of game design. Thanks!
Thanks!! Playing yours right now -- will leave a comment when done!
Here's ours, check it out! => https://pablohrdz.itch.io/the-adventures-of-the-jelly-knight
Please feel free to rate us here! => https://itch.io/jam/gmtk-2019/rate/463980
Wow, really amazing game rating all those games. Playing yours right now -- will leave a comment when finished!
Here's ours, check it out! => https://pablohrdz.itch.io/the-adventures-of-the-jelly-knight
Please feel free to rate us here! => https://itch.io/jam/gmtk-2019/rate/463980
Hey, I played & beat this game both by surviving and by gathering 100 volts! Here's my feedback:
I absolutely love the attention to detail in this game. Each time you hit a tile, the screen slightly shakes, everything (including the background) shifts color to match the charge, and the little cube changes charge sign as well. This is a nice twist on classic phone games, like Gravity Guy (and could actually make a pretty good ios/android game). Also liked the error messages like 404: electrodud not found (nice twist on a common error haha). Oh, and the background is very simple, but quite awesome. It'd been nice to also see other electroduds jumping up & down in the background tiles. Would've made sense with the game's theme and would've been a nice detail for someone to realize.
I think moving the volt count and the survival timer to another part of the screen would be way better. While playing, I was kind of bothered by how much of the center of the screen both of them occupied. I understand that you want the top to be free, but perhaps having a top bar for this would be better. On the timer: I really think there should be a way to tell the time without having to explicitly look at the number. I'm too busy focusing on not dying/maximizing my score while playing, so I had a rough time gazing away to see how much time I had left. I think speeding up the music or changing the color/making the timer blink faster and faster when running out of time would be way better.
Oh, and I found a slight bug: the music won't loop in games that take place after the player wins (won by timer the first time and this happened).
Overall, amazing job, I had a very good time playing your game!
Cool, playing yours now! Here's ours! https://pablohrdz.itch.io/the-adventures-of-the-jelly-knight
And you can rate us here!
I really, really, REALLY liked this game! Levels are also fun to play, and it's very simple, yet very clever and very juicy!! Loved how you gave the player more control by letting them tinker with the speed of the ball. I also loved how the baddies were always chilling on the other side of the screen hahaha. The ending speech definitely resonated with me!
Extremely well done! I'm very glad I played your game; I learned a lot!
If you have some time, let me know what you think about mine (hint: try finishing every level by shooting only once!).
Buen juego! Lo jugué en una laptop y fue una pesadilla, pero luego conecté un mouse y lo disfruté mucho más. Me gusta el concepto del shooter dentro de la arena, pero como los niveles no tienen obstáculos, la estrategia de dar vueltas junto a las paredes y acercarte para disparar a los enemigos cuando recargan se vuelve muy repetitiva. Creo que podría ser súper divertido jugarlo con obstáculos dentro de la arena (podrían ser cadáveres apilados o armaduras de guerreros que murieron ahí mismo, por ejemplo)! Ah, y también me encantaría escuchar efectos de sonido, sobre todo cuando se disparan las armas. Muy buen progreso para el jam, y avísame si continúas con el proyecto!
Trying yours right now!
Thanks for the help! Try ours at https://pablohrdz.itch.io/the-adventures-of-the-jelly-knight!
I've been playing other people's games these past few days, and I must say it's way better than I expected it to be. I've had lots of fun and learned some cool design tricks on the way, and I'm also happy that people are playing my game and sharing their thoughts with me.
Sure, it may be promoting ourselves, but it's also great to learn some new skills from the people who, just like yourself, spent their last weekend hacking away to create the best possible experience they could!
Thanks for the compliments! We wanted to add a little helm to Juan, but ran out of time, so only ended up adding the little helm's ponytail. We'll add that and definitely more levels (we have some great ideas and are already working on designs). We'll let you know when they're ready!
Thanks for lending your courage & wits to the Jelly Knight!
One way to do this is to define the core elements of your game when designing it, and separating them from the more advanced ones that perhaps are awesome, but are not really required for the minimal/core version. Once you've done this, estimate how much time it's going to take you to have it working, even if sort of buggy. Set a deadline for everything to work, and since this is the minimal version of your game, it shouldn't take that long; if it is, then you might want to rethink your idea (since it might not be achievable within 48 hours) or try to separate again the core elements from the extended ones. You should aim to have your (very basic) game working by then.
Ideally, at this point you have something you can show someone and have them test it. Make sure you tell them this is only an initial prototype and be very clear on what you want them to test (movement feel, difficulty, controls, jumping force, etc.). Even if it's just a square jumping around in a 2D plane, people can tell whether controls/movement/jumping feel good or not, so use this to your advantage and playtest your game!
After this, you can keep adding stuff and iterating on testable versions of your project. Now, because it's a jam, I know every developer is frantically making changes to the game all the time, but I do believe these small playtests give you a good baseline on what feels good and what doesn't.
The running animation + movement is amazing, and it feels SO good to go through all those wall and watch them break quickly! The music is also great and the one-color at a time concept is interesting. However, I did think every obstacle I ran into was something like "if X obstacle, then press Y color when ready". I would have liked to see more challenging setups that made me really think what to do. Oh, and I also felt super bad when, say, I smashed through 10 walls in a row with my green color only to jump into the next platform and get killed by a moose before even being able to switch to gray. Why would you want me to run fast before jumping into a moose platform?
If you address these design issues and get rid of the bugs + do some more very cool stuff integrating the elements you have to work as puzzles and slowly building their complexity through the game, I feel this would be a great experience. Definitely let me know if you polish this game!
Thanks for sharing & for playing my game! Rated!
Hey, I liked this game! The running animation + movement is amazing, and it feels SO good to go through all those wall and watch them break quickly! The music is also great and the one-color at a time concept is interesting. However, I did think every obstacle I ran into was something like "if X obstacle, then press Y color when ready". I would have liked to see more challenging setups that made me really think what to do. Oh, and I also felt super bad when, say, I smashed through 10 walls in a row with my green color only to jump into the next platform and get killed by a moose before even being able to switch to gray. Why would you want me to run fast before jumping into a moose platform?
If you address these design issues and get rid of the bugs + do some more very cool stuff integrating the elements you have to work as puzzles and slowly building their complexity through the game, I feel this would be a great experience. Definitely let me know if you polish this game!
I got better at this game once I got the hang of it. However, I felt that the green shots have too much random deviation, and so around 50% of them would not even go close to target. Thus, I found myself spamming the green shots all the time, instead of calculating my shots and trying to move the inner + outer shields to bounce the green dots into the shield.
Interesting concept!
Thanks for sharing & playing my game! Rated!
I got better at this game once I got the hang of it. However, I felt that the green shots have too much random deviation, and so around 50% of them would not even go close to target. Thus, I found myself spamming the green shots all the time, instead of calculating my shots and trying to move the inner + outer shields to bounce the green dots into the shield.
Interesting concept!