This could make a great game if it is elaborated upon! I’d recommend making the transitions between ball sizes a bit faster, but otherwise you have a fantastic foundation. Great work, thank you for your game :D
Phobos001
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This was great! The platforming was tight and responsive, and the level design used the size mechanics very well. The music is awesome, it reminded me of a Dream Theater song. I was upset that the ESC key took me back to the main menu and I had to start over, maybe have a level select screen or a way to resume your progress? Ultimately, I enjoyed this game and you guys did a great job! Thank you :)
Fantastic game! I love how the planet being smaller makes it faster to reach the drills, very good design choice. I find myself destroying the shells I plan to throw at the drills a lot, which is kind of annoying but that might just be a skill issue lol. Graphics are beautiful and the music was very nice. You guys did a great job! :D
ONE DAY I’LL USE THAT LEVEL 2 QUARTER FOR THE GUMBALL MACHINE I KNOW YOU CAN USE IT YOU CANT HIDE!!!
Lol but seriously, this is a very solidly built marble game. I love the spin up you can do before actually getting traction to move, it gives your movement a lot more weight. The graphics are cool too, it reminds me of the early 2000’s graphics card art or early raytracing demos. Very cool, thank you! :)
Fun game! I like the UI a lot, it’s clean but has enough style to stand out without being too minimalist. It is VERY frustrating having hazards appear without warning, I’d highly recommend having a blinking sprite or some sort of visual cue before it actually appears, so players can have enough time to change the route they are taking. Otherwise this is a solid foundation to build on if you’d like to explore it further. Thank you for your game :D
Once I figured out how to play I got a nice little rhythm going and beat the game on my first try. I can see potential for this if it gets some polish, but the foundation you’ve made here is rock solid. I’d suggest giving the player some more room to make difficult choices if you decide to work on this some more. Thank you for your game!
Last time I participated in this jam was many years ago during Strawberry Jam 2, where I made a silly little meme game called ‘A Love Of Rubber’. It was about balloon fetishism, and I made it in less than 8 hours at my public library!
My gamedev skills have grown after lots of study and many Ludum Dare entries under my belt. In my free time I would love to make a game for the jam! I’m still cooking up some design ideas but it’s hard to scope when I have no idea how much time I’ll be able to put into the project. I’ll probably make something really small and tight (tee hee) that I know I can finish, then spend the rest of the time polishing it up.
Good luck to everyone! I hope you all have lots of fun making your games, and remember to take care of yourself during the jam <3
Very cool idea! I love LOVE the animations you’ve made, and driann’s music is very catchy, but the lack of checkpoints is giving me a hard time. It doesn’t have to be very often, but having to start all over when making a single mistake can be frustrating. Otherwise the gameplay is simple and fun! The coins deciding to crawl around platforms and act as fire beams is especially funny. Great job!
The puzzles in this are pretty well made, I’ve felt stumped for a while on some of them. I noticed areas with no bookshelf might be hints at what you need to do, and it’s helped me a couple of times. I don’t actually know if that’s intentional or not, but this was a fun and challenging game! Great work \o/
I was a little confused on how the game played at first, but after trying it again I started to get it. I wish there was some more feedback when attacking enemies, or when getting hit. Maybe try adding some red flash or screen shake when getting hit, and lower the cameras FOV briefly when landing a hit? Anyways, great work you guys! :)
A little confusing at first, but it is fun to dodge enemies long enough around some bubbles to be able to nope really weak enemies with the projectiles. It is a little rough around the edges but I did enjoy it! Maybe some additional dots that spawn helpful items or sentries can be included, so the player can risk/reward when they are in trouble or overwhelmed.
Hello again! I’ve had to pause updating this for a while but I’ve decided to port the game to Godot. This will make it easier to maintain in the future and I won’t have to pay a monthly license fee either. I’ll also be able to open source the game immediately on publishing the port. Sorry for the long delay, but this will be worth it!
I’m sorry this is taking so long. The situation has become a bit more complicated. I just now got some time to fix the issues, and some of them are more involved than I thought. For some reason it is not saving any of the settings (hence restarting to the windowed mode. Settings are also reloaded when the menu is loaded, which is why that happens) and I cant figure out why.
I also cannot get this damn thing to run on Linux again after exporting. It keeps complaining about some libraries - that came packaged with the NWjs exec - being missing. I even put the libraries RIGHT NEXT TO THE PROGRAM and it still cant find it! I might roll the game back to its previous version until I look into this some more.
NOTICE: This Rust project is under development and has not entered a proper semvar version. The .Minor will stay at 0 until I feel I know the right way to take the project and have had enough feedback.
Hello! A while ago I started working on a software renderer as a way to learn Rust. It is backend agnostic but examples for SDL2 and MiniFB exist, along with an SDL2 based asteroids example that is almost entirely done in code (just one font needs to be loaded at start).
So far I’ve been the only one to use it. I’d like to use it for the Jam, but I also want other people to try it out and give feedback!
There are some additional utilities I created but they are optional, like an RNG and some vector/matrix maths.
To use it you can add ‘aftershock’ to your Cargo.toml dependencies. I don’t have a proper tutorial right now, but hopefully the examples can shed a bit of light until I can make one.
Crates.io: https://crates.io/crates/aftershock
Github: https://github.com/phobos001/aftershock
Let me know what you think! I hope this will be of some use for people :)
THIS.
THIS is the best game I've played in the jam so far. It's so much fun to tinker with the commands until you get it just right! There's a lot of room for a skill ceiling too! People could do fun tricks and stuff using precise timings if they wanted to. This is a fantastic game! Solid 5 stars from me. :)
BUT be careful with using the physics engine! It's non-deterministic, so the same commands could have different results! Maybe look into scripting the physics for the game instead of using dynamic rigidbodies. That is all :)
(also the music is really nice)
Not a big fun of gassy stuff, but the game itself was very hectic and fun, just the way I like it ;)
It seems to be too easy to collect and build up 'burps' though. Maybe make it so the more he eats the more it takes to get a burp, then focus more on the way the player moves to be able to dodge bullets? IDK, just my two cents. Great job!
Cute graphics, but having normal enemies take you to a checkpoint then having the abyss force you to start over is rather frustrating. I'd recommend having the abyss do like what normal enemies do and take you back to the checkpoint. Otherwise I really liked the creative control scheme! Good work sir :)
This is a very cool take on second person gameplay! If you improve the camera angles, make more use of landmarks, and follow the 180* rule (Invisible line that the cameras are not allowed to cross, this is to reduce disorientation) it would make it easier to keep track of where you are and where you are going. It's easy to kill everyone too. Maybe limit how many bullets the player can use per level? Very good work :)
HA. HA HOUH HA. HA. HA.
This is a very charming and fun game! I've played it several times since my recordings keep getting fried. I think I did myself a disservice by forcing the game to run under linux via wine, because that's probably what led to the game not displaying all of the graphics on my computer.
You probably already know that I love the final boss in this game. The stern look he has when you're shooting the lasers at him is really funny for some reason, and his laugh is great too!
This is a fantastic entry to the jam, and I hope you do well! :)
Very cute game, but VERY frustrating! I agree this game would do well with a check-point system, but even some heart pickups would be nice too.
I liked how you demonstrated how to kill the enemies using the spring in the beginning, I thought that was very clever! I wasn't able to finish it, though. I got to the final boss once but I wasn't able to get to him again after dying another 5 times. It just wasn't in me. :(
I noticed that the screws are JUST high enough above you to not hit you if you're standing still on level ground. So you can evade all enemies just by running past them. This seems like something you did intentionally to give leeway to the difficulty of the rest of the game, which I thank you for 🙏
If you make the difficulty curve a bit nicer or add some pickup/checkpoints I think this could be a fun little game, but right now it's pretty hard to play through. I'll be sending you a link to my playthrough of the game soon (compressing a 2.7GB video file right now)
Very nice music and visuals! I don't know why this game was so compelling for me. I think you really nailed the 'so close just a little longer' feeling that keeps people engaged. You never know what you might find when you get them all! I got to three million points and I didn't find anything, though.
Very addicting little thing you got here! Add some more interactive rewards or some secrets and you have a very nice clicker game :)
This could be a lot of fun with some more polish! I think the core idea would be the risk/reward of going faster than other players. If you add some other mechanics that effect the way the player moves, then your skill ceiling could be very high! I would consider:
- Having cars partially slow down overtime from air drag, so players can use it when timing turns.
- Going faster than other players when you're right next to them could give you a speed boost, which could be weaponized by other players driving slower via air-drag to get people to launch off the road, but timed incorrectly would send the faster ones in the lead. (Or faster cars can just get boosts normally, obviously :P )
- Hills could be another way for players to control speed! A large downward hill could force all players to go very fast, or a series of small hills could slow players down as an obstacle when they need speed.
That's what I think could make this game really fun! I would also consider making it clearer at some point that going off the road has penalties (maybe make out-of-bounds ground have a certain pattern to it? Like a checkerboard or some stripes?) and make sure the windows don't Z-Fight with the buildings :)
Thank you for your game, and good luck in the Jam!
Let's make a checklist of what you saw:
1. A̓͐͗ͭ̍̏ͥ̌̾̎ͪ̈ͦ͂͋́͛̚͟͏̷̷̺͖̻͍͈̞͚̝̩̝̬͉̦͍͔̘̠ ̡̠̱̳͇̹͓ͤ̍̊͂̇ͯ̆͑̅́ͩ̄͊̓͂͗͢L̸͇̼̬͔̮̘̗̜͎͉̥̺͐̋ͣͩ̇̓͆͜͠͡ ̀̏͆̚͞҉̶̴̧̻̣̖̬͍̘L̬̬̬͕̪̱̟̣̩̖̰̯̣̼̙̰̭̀̎͂̍̅ͥ̿̔̂͋̔͑̀̚͢͡ͅ ̸̡͑̌̈̂̓ͩ͌͐ͩ́̏̈ͯ̿̈́ͣ͑̽̕͏͓̺͖͎͎̘̭ ̷̸̷̡͓̟̻̱̮̱̬̖̲̙̜̺͍͓̞ͬ̍̏̿̓ͦ̐̌̒̏̽̽ͯ̓̓ͧ̉̈͞ͅH͇͍̝̤̮̳̳̺͖͍ͭ̈̽̎ͮ́͂̌̈́̃ͥ́͢͞ ̵̧̍ͣͣͫ͌͋́ͥ͂͆҉̶̺̞̠̦̱̥̩͉̦̻͙̞̘̘͖̭A̶̡͖̲̥̹̟̯̪̱̔̃̋̅ͨ̾ͩͦͥͩ̂͌̚͘͜ ̋̏̋͗̓̿̆̓̀̎͛́͠͏̨̠̮̙̘I͌̋ͬ̾ͧ͒ͥ͊͛͒̓͒҉̕͞͏̥͎̞̦̫̞̖̦͕̟̝̪͓̻̜̣̤ ̷̴̢̛̝̘̜͍̩͎̼ͩ̃ͩ͗́L̶͎̦̖̟͆ͩͩ̊̾ ̵̧͔̱͔̜̗͕̝̝̙̝̫͍ͣ̑̔͗̍̉͜ͅ ̸̸̰͉̥̞̞͔̩̊̑̐ͯͫͬ̈́ͨ̇̏̃ͣ͊ͮ͆̈̑̐̚͡͝T͍̮̤̬̩̿̈͒͂̉̈́ͪ̂͘͞͝͠ ̶̧͈̘͔̪͍͙̬̹̩̘̰͕̙̙̼͎ͬͤ̿̄ͅU̷͌̒ͩͭ̆ͧ̐͞҉̛̱͓͚̘͍͔̯̮͖̜̱͚͙͍ ̷̷̵̮͓̘͎̪̲̘͇̰͔͔̌̊̅̊͗̔͗ͦ͘͡Ḟ̢̣̗͍̰͉͇̤̠͇̺̭͖̂ͥ͑̐̈́̓̂ͨ͠͡ ̧̘̰̥̺̜͕̐̒͂͊ͬ̉͒ͤ̾̓͝͞T̷̬̮͔̳̥̹̞̫̹̺̣̺̰̰͐̀̓͐̉ͤ͐ͯ̇́̀͝ ̸̛͇̜͍̹͓̞̟̲̦͂̔͒͆ͤ̂̎ͬ̆̀ͤ̑͊̾̓͋͐̋͐͘͢͟ͅͅEͦͬͪͥ̓ͧ̇͏̶͏̣̗̻̯͖͈ ̒̅͂̊̃̄̿̓͌̒̾̌͋̀ͬͣ́͏̶̛͖̪̯̼̘̼̗͉̪͉ͅX̜̬̩̳̼̟̜͉̗͓̼̃ͬͣ̈ͤ̅͒ͣ̿̃̾ͯ̆͌́ͪ͘͘͘͜͡
Pretty good stuff there!