Not bad indeed, 200 is a very respectable score!
And thank you so much! As I mentioned to someone else below, I'm very fortunate to be in a position where I can spend every day learning game development, I have no work or school commitments. So for the last 7 weeks all I've been doing is grinding a bunch of game dev courses
PintSizedGames
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Cool little game
Pro's
- I love that the concept of failure is implemented by being able to self destruct in order to progress further
- The graphics were awesome
- The SFX's were spot on
Cons
- The jump was very floaty, I made the same mistake on my first platformer. I highly recommend you look into "Game feel" or at the very least Gravity for platformers.
- The game needed more playtesting! Also another mistake on my first platformer, I made it too hard! Although I was able to complete it as the Dev, it was a struggle for the players. We often forget at dev's that we are going to be better at the game because we know the upcoming threats, we are fully aware of the mechanics and how to take advantage of them
I feel that if you focus on those two con's for your next platformer, it will be 10 times better. I know mine was after I researched and implemented those aspects.
The cut scene is absolutely incredible, I was blown away! I can't help but feel that the introduction left me disappointed though. I thought that I was going to play as the cat as the whole focus was on the cat, then turned out the game was completely separate.
The game didn't work for me at all at first, I was stuck with a blue screen everytime I clicked play but I reloaded the page, tried again and it worked.
I would have loved the ability of being able to rotate the traps, so I could use the logs to funnel the tomatoes into the bombs. I cleared the level but there didn't seem to be much in terms of tactics. More the case of place all the traps on the level to block the path and hope the tomatoes fall off to the side.
I thought this was awesome!
- Very well polished
- I thought the theme implementation was a good concept
- The graphics were great
- SFX AND VFX were great
All round very good. I did feel that my character gained speed when I was on the logs? which made me die a few times at first but I got the hang of it and the logs added variety. That definitely increased the difficulty considerably because now you have to time the logs and the cars at the same time and the spawn patterns were very random so it was the case of seeing your chance and taking it!
There were times where I would just die because I ran out of juice. I know that's the feature but I was so focused on the cars, logs and my tomato that I would often forget to look at the Juice UI and die. Maybe the UI would be better placed elsewhere? I don't know but I had fun playing. Good job!
Wow I hate you! (Just kidding) but damn this game was so difficult and for some god knows reason... addicting!
At first I took the top route then was met with a minefield of knives, like what! What psychopath comes up with that lmao. Then I take the bottom route and that wasn't much easier with the tricky jumps of landing between the knives. Very very cruel game haha.
- Graphics were very good and very clean
- Particle effects for the death would have been a nice addition but the sound effects were on point
- The music fit the game very well too
It was sooo easy to die in this game but it frustratingly fun to play. Good job!
Wow thank you so much for the kind feedback! I'm glad you liked the game, I really didn't plan on doing a Jam this weekend but when I saw the theme, I had this crazy idea and I just couldn't stop myself. I'm glad it worked.
There were 2 variations of "You suck" I wish I could have added more insults as SFX so it wasn't too repeaded but I really couldn't find any lmao, maybe I didn't look hard enough.
I managed to get 22 Ketchup bottles! and well now I'm just going to get right to the point with pro's and con's!
Pro's
- Very interesting take on the theme failure! Most games start easy then progressively get harder, this was the opposite and I really liked that. Towards the end I was mostly managing one spot of the vine to get as many as I could!
- I really liked that the growth speed increased with every failure!
- The art is super cute and clean
- Background music was very welcome, it was much needed because of the length of the game
- Both the VFX and SFX were great
Con's
- The game was very unforgiving, what I mean by that is that there were many times when I clicked a red tomato but it was never squeezed, I understand it probably wasn't at the correct ripeness. However if you are designing a game based on color, you need to be able to allow the player a bit of forgiveness. Coyote time for example, if the player jumps a fraction of a second too late while leaving the platform, Coyote time still allows the jump and prevents the player from falling. I felt this game needed something similar, there needed to be a range of acceptable ripeness (reds). If that makes sense.
- The game was too long for what it was, 5 minutes of just clicking Left mouse button without any reason decision making didn't feel great. After the 3 minute mark I basically kept my mouse in the top left corner and was collecting on the tomato's on that side, it become very tedious.
Awesome idea for a game though for a very difficult theme, I'm looking forward to what you create in the future!
Cool idea! I don't think I would have though of homework and getting an F.
Pro's
- Awesome concept
- I loved the shield drops, they really helped me because that homework was very speedy
- I love these types of games where you have to avoid and shoot enemies
Some things I would have liked to see
- Some audio, its surprising how much sound effects can add to the game
- I was able to escape the map, so maybe some boundary that would prevent me leaving
- A wave system, enemies start of slow and then they increase in difficulty
Keep creating games! I cant wait to see future games that you create :)
Neat little idea for a game. I think I'll give some Pro's and Con's though.
Pro's
- I loved being a speedy little snail, I used to love the movie Turbo and it reminded me of that
- The art style was great
- The background music was very welcome
- I liked how I got to choose my own path (although this became confusing)
- I loved being able to range attack (I basically spammed this attack)
- I loved that pickups were attracted to the player so I didn't have to tediously go too close to pick them up
Cons
- There's not enough visual feedback. I wasn't sure if I was dealing any damage until I persisted with the range attack and eventually the tree died.
- Same thing with audio feedback, I had no idea I was taking damage from the Electric tree's until I was close to death
- Although I liked choosing my own path, in the end I had no idea where I was going and I felt there was no hint or indication to lead me in the right direction to finish the game
Fun little game though! I just wished there was more feedback
Wow this was extremely short. I think I accidentally got both the Endings in less than a minute.
I got the Ending #2 first then clicked replay to try and find the other ending. Started to throw the tomato's at the worm to see if I could squish it and Fed it 3 tomato's and got Ending #1 lmao.
Very unique idea for the theme of failure because I guess no matter what you do, innocent little tomatoes lives will be lost. The tomatoes were very cute and I loved the VFX for the splatter. Move endings would have been great as I accidentally sped ran this game
Thank you for the thorough feedback!
My girlfriend did find one way to cheese one of the levels by fall damage in play testing but I decided not to change the level design and thought of it more as an feature. The whole game idea is to find a way to die, that doesn't always have to mean you have to die the way the level is suggesting, you can find your alternative way. I was only able to work on it friday and saturday so I wasn't able to add more levels but if I had, it would have had alternative ways to die. So you can choose which path to take.
Regarding the 0 cherry achievement, I think that's the whole challenge right? If you look at other game achievements, the ones that are the most difficult ones to achieve, they are frustrating and hard to obtain but that's what makes it more rewarding.
Yeah I totally agree with you with the endings. I honestly just didn't have the time. I didn't plan on doing this Jam but when I saw the theme I had to. I had plans Sunday so I had to cut my Dev time short and I just displayed a simple score screen but 200% agree, getting 0 cherries wouldn't have been that rewarding because of the lack of end screen.
I'm still new to Game Dev but I would love to add an Audio menu where you can adjust the SFX and Music volume, this will be something that I'll be looking into in the future! and I can totally understand the cherry SFX getting very repetitive (although you should be avoiding them lmao). I very much doubt you've heard the song before, I created it using Suno, so it should be unique?
Not sure what could be causing the lag, first complaint I've seen about it. Could just be the browser? But if you think its something else, do run your theory by me because I would love to learn how to fix any lag issues for future games.
I did add coyote time (it was 0.5f seconds) but I'm unsure what you mean by jump buffering, could you explain it to me?
Again thank you for the very thorough feedback and I'm glad that you loved my game idea! I'm going to take everything into account and hopefully my next game will be even better! This is the reason why I do game jams.
Wow! Not much to say except that its extremely well polished and very. Very cool and unique idea too! I don't think I would have thought of it.
Maybe I suck at games but I felt it was more luck than skill to get a stopwatch as you progressed through the stars. I was so busy dodging everything else and the stopwatch propel speed was so fast that if I weren't very close to it, there was no chance in me getting it.
All round very fun game though.
Firstly Congratulations on your first submitted and completed Game Jam! Speaking from experience, I know its not easy. Half way through making the game, you start to doubt that you can complete it, lose faith in yourself, lose motivation and you think to give up. So well done on not giving up! And keep creating games! Trust me, the first one is always the hardest. My first game I almost gave up on but I forced myself to complete it and it was awful. This is my third game jam now and I can truly say you gain confidence in every jam you do and you learn so much!
I want to do what someone did for me on my first Jam and give you pro's and con's to hopefully steer you towards the next step.
Pro's
- Creative implementation of the special object
- I loved the auto tower defense vibe
- Part 2 honestly made me chuckle, it was a fun little surprise in the end
Con's
- The Tower Defense was too hard, you got swarmed by snails very quickly, too quickly
- Audio! You'd be surprised how much further a game can go with audio, it adds so much!
Advice for if you want to continue creating which I really hope you do!
- Focus on game balancing
- Focus on game polish
Focusing on these 2 things really excelled my games! If you take a look at my first game, to the game I made this Game Jam. I've improved 10 times, just from these two things. They can really make or break a game!
Keep creating, hope to see you in another Jam soon!
Yeah I get where you are coming from. I'm no expert in this genre, I tend to avoid them haha. So I would totally avoid my advice but if its a common suggestion then maybe it is needed. You really should listen to the player base because when it comes to releasing your first commercial game/ any commercial game, they will be the paying for it. Feedback is king!
Classic frogger type game. I'm honestly surprised you was able to make that in one day. Im awful at pixel art, that would have taken me a couple of hours alone haha.
My only critique is that it was hard to tell between, when I was a safe distance away from the cart or whether I was in the danger zone.
This is the first time I've played a genre like this (getting over it type game). I thought the idea of being able to use the fail as an advantage was awesome and in turn make the game easier to play. I would have liked to be able to fail deliberately though, Like a self explode button, you sacrifice your progress but you make the pathway easier without needing to fall onto that specific platform.
I was super confused by ending of the tutorial but soon realized it was to show how the death mechanic worked. Which by the way, I thought was awesome. Dying 3 times or having 3 lives is pretty standard but having it load you to the previous level was really cool! I felt the game was much less punishing this way.
I thought the minimalist graphics were awesome, the player controls felt very smooth.
The visual effects were awesome (although I do feel the slow mo after collecting the tomato could be shortened or turn it into a mechanic of its own while transitioning to the next level).
The theme implementation is sorta weak but that being said it is an awesome game which I really enjoyed playing. Getting promoted feels good, you too should get a promotion! or atleast a high five for making this game :)
There's no need to apologize, this is the very reason to do game jams. This is the best place to test your ideas and get the feedback from the player base!
You are correct in thinking that dying on the first obstacle created caution and also you learn that each item had its own obstacle, Cheese > Cheese grator, Meat > Tender Hammer, Hob > Heat, Pot > Boiling water, So you could learn when to jump.
I do think adding a hazard sign or a "!" pop up above their head would warn them about the danger ahead is much needed and I disagree with it taking away from the game, the object would still be invisible and they still need to find a way to avoid that object. There would still be many deaths but it wouldn't take them by surprise.
"Perhaps I could give him a sort of aura, increasing in size with each death, which would have the same effect as the splash but follow the player and allow him to identify the nearest obstacle to reveal the danger? What do you think?"
I think this is pretty cool but how I would personally implement this would be like this:
- Instead if the aura increasing with each death, have pickups/ power-ups/ collectibles on the map. The player can then choose when he wants to use that ability to reveal a hidden hazard. The player wont have many power ups, so they would have to choose wisely when he wants to use them or take his own chances/ risks.
Also, if you take a look at my first game, it was awful. I feel like my game for this jam is 100 times better because after my first jam I highly focused on "Game feel", I wanted to make the controls feel good. In my first game, my jump felt very floaty, the player got stuck on walls and so on. I would personally try to fix these aspects. The jump mechanic was the only reason why I didn't finish your game, I didn't mind the rage aspect of learning as you progressed. For me personally, focusing on Game Feel and controls made me 10 x better. It doesn't matter what game you make, it needs to feel good to play.
Awesome game! Correct me if I'm wrong but there didn't seem to be an increase in difficulty with every new wave?
I stopped at Wave 10 with 152000 points.
- Loved the graphics
- Loved the sound effects
- I thought the concept was very imaginative and unique
I did wish there was some background music to accompany me though and I would have loved for each new wave to get more difficult
I did find one bug in playing which I think would have been difficult to spot in play testing and its wasnt a major or game breaking bug. However if you started stomping a field and a farmer came over and planted seeds before you finished, the field would get destroyed but the plant would stay. Then once the plant reaches its full growth cycle, the destroyed field returns and is now invincible, I couldn't destroy it again and I don't think the farmer could plant on it. Like a visual bug I guess,
Had fun playing this though, you should give yourself a pat on the back! :)
Wow thank you for the awesome feedback and I'm glad you enjoyed the game!
I'm very lucky to be in a position where I can spend every day learning game development, I have no work or school commitments. So for the last 7 weeks all I've been doing is grinding a bunch of game dev courses, mostly from Udemy. Doing games jams is my way of testing what I've learnt, put it into practice and to avoid getting stuck in "tutorial hell" but there is still a lot more for me to learn and I still need to google things or refer back to an old course when I get stuck on something.
Unfortunately I couldn't finish this game, I just got too frustrated and I'll give you the reason why because I feel the whole reason of participating in game jams is to get critical feedback in order to improve.
Pro's
- The graphics are brilliant!
- Having checkpoints were very much appreciated and I do feel like they were much needed with your game concept.
- I thought your game concept was very punishing but very unique, I liked that the tomato splatter reveals the hidden thread/ hazard and it was a very clever idea.
Con's
- First and most importantly the jump mechanic was awful (for me atleast) and that alone prevented me from finishing the game, although I did try my best . It may have just been me but for 90% of the game the jump input was very delayed. Not sure if the controls are conflicting when holding D while jumping but this caused me to die too many times.
- I learnt this from my very first game jam and I think it relates to yours too. When you have invisible hazards with no warning to the player, it is very punishing. The player dies from no fault of their own and that can take away from the play experience. I too did this for my first Jam and learnt that it would work much better if the player had a hint that a hazard was approaching. Like a warning sign in the background or a "!" pop up above their head to warn them. I think as dev's we forget that part when we are play testing because we are aware of where we placed the hazards.
I really hope you don't think I'm too harsh in my critiques and I can't wait to check out your future games, especially if you keep coming up with these cool concepts :)
I saved Ketchup America!
This was so well made!
From the music to the graphics!
- The music made me feel like a 70s detective/ spy (gave me pink panther vibes). The sound effects were spot on.
- I loved the graphics, simple but very effective and the parallax background really added to the game.
- The gameplay was so smooth, defusing the bomb brought me back to my csgo days and I love that the terrorists look like chonky amongus haha. That one tricky narrow corridor with the ketchup spill got me but I was able to defuse all bombs and defeat the game.
Very polished, honestly I think you should all pat yourselves on the back.
Wow thank you for the kind feedback!
I know! As I play tested it, I too thought it needed more levels but unfortunately I just didn't have the time. Unfortunately most Game Jam are done over the weekend which is usually when I have other plans, I didn't plan on doing this Jam because of my plans on Sunday but when I saw the theme and the special object I couldn't stop myself. I sacrificed my sleep on Saturday for it but it was well worth it!
"I thought i failed. I guess i really did and in return i succeed?"
Exactly! This was my weird little brain working when I came up with the idea of the game.
Basically, Dying progresses you further, Crossing the finish line reloads the level and you want to refrain from collecting those delicious looking cherries.
I'm glad you liked it! I hope you can revisit the game when the Ratings open up to give me a rating.
I'm looking forward to playing your game when the scoring opens up and I really appreciate your feedback/ comments :)