Oh, I think that might've been due to the display sizes. Sorry about that!
Penguinmanereikel
Creator of
Recent community posts
If you're interested in other web-playable Pygame projects, you can also check out mine, from a few Game Jams ago. https://penguinmanereikel.itch.io/fight-and-flight
Took me a while to understand how to use items in my inventory. Also, I kept thinking the tree markings on the map were arrows pointing me to jump there. I feel like it could've been better if the trees just gave you a fixed handful of firewood and disappeared instead of just chancing that it'll explode. The movement and platforming were pretty solid. And I don't think it needed to have a spooky ending. The music was pretty good, but a little extreme. Also, the lighting effects were actually much appreciated.
Like roboMarchello, I also think it's neat that it's actually a huge area. Wasn't able to find the end location, though.
The tension of the slowly dwindling light really does build.
When I first saw the monster, it was only a shadow on the edge of the light. I don't know if that was scripted, but it really got me tensed up!
The monsters themselves weren't too scary, also the fear kinda dissipated when I was able to juke two monsters, going in between them.
Also, your main editor is neat! Hope you don't mind if I look at the source code and try my hand at designing my own map editor for future projects!
Sound was a bit annoying, graphics were pretty inconsistent, it was hard to tell what was background and what was platforms, I didn't understand what the controls were for a while, and it was hard to read the store prices, but the use of slowdown was immaculately used! With that alone, I can tell that, with enough elbow grease, you could definitely see turn this core gameplay into something super addictive!
My submission is also in Pygame, if you want to check it out and rate it!
Also, for future reference, try using pyinstaller to convert .py files into executable files that can run .py files even if the user doesn't have Python installed (but note that the executable file that it makes is determined by the operating system of your computer, i.e. if you're on Windows, it'll make .exe files. If you're on Mac, it'll make whatever is the Mac equivalent)
It REALLY had be rack my brain around for a while, as I double checked everyone's alibis and recognized the chicken as a red herring. It came down between the friend and the maid, since nobody verified where the friend was at the time and the maid claimed they were in the bedroom, but the bed isn't made, but the friend did verify that the maid was in the bedroom. I knew that there was something suspicious about the cigars, but didn't realize that they were the murder weapon, and that some kind of potion must've been used for the poisoning. Also recognized that it couldn't have been the gardener, because why would a gardener need to steal a book on plants? And it couldn't have been the chef, because if it was, why wouldn't he use his own potion desk? And the maid was the only one in the bedroom at the time, as verified by the friend. So, by process of elimination, yes, the maid.
What I'm saying is, it's AMAZING that you were able to cram so much thought into a Game Jam game!!!
The tense vibes of the crocs getting near you is done surprisingly well, especially when several of them start to bunch up in the same spot. Feel like the unpredictability of which ways the crocodiles will turn makes it a bit tough. I feel like there should be some sort of system where the crocs avoid the docks so that we can also be a little safe when turning around. Speaking of which, the boat not moving forward when turning causes so much anxiety! Background music also gets a little repetitive after a while. I'm also iffy about the minimap. It's done so well that a player might just not look at the main screen when playing and just move based on the minimap
Whole concept is really funny! Nails the topic really well, I think the music works really well for endless/highscore games. Low-effort artstyle definitely shows its charm. and if the animations were tightened a little bit and the outlines given a little extta weight, I think it'd be perfect. Wish there was a way for me to get health back, though.
REALLY satisfying. The prediction shot is SUPER useful! Although, there doesn't seem to be a point to going faster. Also, it'd be super useful if the arrow from our last predicted shot saved, so that we can make a predicted shot, look over to see where it hit, and keep the place where it shot from.
Overall, great game!
It was until the maze level when the jank overwhelmed my experience.
Soooo, the game isn't really that fun, and there is little to no actual collaboration with the AI. Arguably, there isn't really an AI in this scenario, but rather 2 players controlled by different means.
Also, I don't get why the robot kept stuttering every few seconds.
Also, I know this game was made in 1 day, but if the graphics were at least more consistent, it'd be better visually.
Although, I'll admit that some of the levels aren't terrible. The one with the small floating spike floating around in a loop in both player's paths was a pretty good challenge.
I'm curious, what tool did you use to make this game?
ADORE the artwork. Although the music is very relaxed, I'm not sure if that vibe sits well with the scenario of managing a bot that runs into things.
Although the AI did often get super stuck behind a table, it was ironically a good thing because it let me spam click a bunch of garbage away to get my rating back up.
I think the cooking and frying takes way too long, and that there should be better signs to indicate what stations are what, because at first, I kept throwing things into the garbage thinking it was some kind of packaging station.
You could definitely make this deeper. Maybe take elements of other cooking management games to improve cooking gameplay, too, like being able to set something aside so that I can work on multiple orders at once. Or maybe adding more nuance to managing the AI than just clicking away the garbage. Maybe the AI can take care of more customer-facing tasks that we need to be aware of.
So, some of the keyboard controls aren't as fast enough even when holding shift, and there seems to be a bug where the robot loses power super quickly when moving sometimes, but I appreciate the mouse controls being good.
The art on the cards and menu is really cute!
I like the interesting use of self-destruction with an actual purpose, with parts falling off at the cost of losing speed, but I think the physics makes stuff like that more janky than you intended. If you were to take this further, you should probably.
There's plenty of jank in the game, but I can forgive a lot of it for being made in a few days.
Also, spaces for instructions should probably stay on by default.
Additionally, I think there should be an indication on which cards will disappear after passing and which ones will stay for us to move.
Kinda frustrating. Sometimes the AI won't miss a jump in level 4 and I don't understand how I influence that. Also, it's annoying how you try to kill an enemy ahead of the AI, but it catches up to you and gets itself killed before your jump ends. It also doesn't feel like collaborating so much as babysitting.
Super cool idea to make a collaborate board game! I just wish that the king with strategize better. Also, it'd be helpful to give a better indicator to what each tile does when we mouse over it, so that if the king uses a tile that we haven't seen yet, we know how it works. Also, it'd be helpful if we could see all the current tiles that we can potentially pull from the "deck" so to speak.
I'm not the first person to say it, but the visuals are AMAZING! Can get a little overloading on screen with all the particles, though. Music is really good, too!
Don't really understand how I'm expected to fight the robots, though, since after hacking them, their bullets don't seem to do much damage to the other enemies. Am I just supposed to hack and eject to score points? Also, just a question, if C.H.R.I.S. is supposed to protect me, why does he sometimes not and I die?
The use of the theme was pretty good, with the AI helping you in a multitude of ways, but it can get annoying constantly having to click the next area and constantly have to scout ahead. The art on the enemies, background and robot were pretty good, and I like the visual storytelling of the bodies in the chambers. The art on John could be better, though. I loved how you could snipe an enemy's bullet!
I exported it into an .exe file by following these instructions: https://www.geeksforgeeks.org/convert-python-script-to-exe-file/
But I think you still need the .exe file in the same folder as the original .py file for it to work.
Excellent presentation. Great idea with the dice being powerups, but I'm kinda iffy on some of the level design. The physics are way too floaty for that precision jump with the two explosive barrels, and I don't like platforming shooter sections where enemies take a bunch of hits to die, leading you to peak out and take potshots over and over. Also, the explosion physics were a bit jankier than I think you intended, and too often I keep freezing myself with the ice dice. And in situations that you present in the game, the optimal, but boring, solution would be to keep spamming dice in a safe area until you get the dice you need. Either that, or rushing through the enemies. Oh, but bonus points for having regenerating health.