OHHHH okay, I didn't look at the game page that makes so much sense now XD. Definitely include the controls somewhere in game, some people just download the game from the jam page and don't look at the actual game page. Sorry for my lack of searching for the controls (I was going through a bunch of games to rate all in one sitting), but since I've replayed it, it's actually really fun seeing how the fireworks explode in different ways! Now this is asking for a lot considering how much content is already in this game, but one thing I wish the game had was an ending of some sort. Like maybe throw a story in there about how this little devil wants to impress everyone with his firework show, and you need to help him make the best rocket possible while making sure to send it high into the air so everyone can see it. So once you buy all the rocket types and get to a certain height, you win! That's just something to add, obviously this game has a ton of content already for only 2 days, great job!!
PlayGames_MakeGames
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I really like this game! I see some people saying the controls aren't responsive, but that's the whole challenge of the game. Maybe for the more casual player add an easy mode with easier controls, but I personally don't think you need it.
At first, I thought the movement was bugged, but then I realized it was from the planets having their own gravity and I was shocked! It perfectly adds to the challenge of the game - mastering not only the controls but also how you can use the planet's gravity to slingshot yourself in the direction that you want to go!!
One thing I was unsure about was why the fuel gauge goes down even when you're not using thrust. I get that it also acts like a timer but with the planet's gravity already making it hard to endlessly move upwards with little thrust I don't see much of a point in having it act as a timer as well. Unless you wanted to add a sense of urgency, then it's fine, but also have the rocket very slightly thrust forward always so that it makes sense why the fuel bar is going down even when you're not using thrust.
I also really liked the UI! The settings screen was very impressive, so much customization for a game jam!!
Overall, really fun game!
I don't know if I'm doing something wrong but the firework isn't exploding for me. I got the 100 gunpowder firework too and noticed no difference :( Also, the height feature wouldn't work for me and I didn't see any sparks to collect. The only thing that would work for gunpowder collection was the flips. Now, this might just be because the firework wouldn't explode for me, but I also wish there was something to do on the way down instead of watching the firework fall all the way down. Seems like a cool game with a surprising amount of content for 2 days, but it just wouldn't work for me :(
A bit buggy and repetitive. I think the game would actually work pretty well if you did the random generation differently- have fewer objects and spawn them all over the play area instead of concentrated at one spot. Also, the UI would display the wrong amount of coins I had because it let me buy upgrades when I didn't have enough coins. There was another bug where if I didn't make it off the starting platform then the upgrade screen wouldn't come up and I'd have to exit back to the menu to keep playing. There's definitely potential here, the gameplay just needed a bit more polish. I did enjoy the "we have goat simulator at home" joke though :)
Nice Foddian game! The movement feels good but sometimes it's like if you hold w too long and hit a wall when you jump off your jump is the small jump instead of the bigger one. Also, the difficulty curve could be a bit less steep at the start to ease the player into it. Other than that great job! :)
I liked the movement and for only 4.5 hours of work, it's surprising how playable the game is! The player could move out of the view horizontally, but vertically they stay in view. I see what you were going for with the rise and fall theme with the sin(x) movement for the enemies. If you make that amplitude higher, it would be much more apparent. I also really liked the lighting and particle effects as well as the overall arcade-like theme!
I LOVED the plot twist with the birds! The animation with the fuse being lit was nice. A few bugs I found were that the gunpowder bar was in the middle of my screen when I full-screened it and once the stick falls all the way down if you hold left it starts rising back up. A score screen at the end that takes you back to the start of the game would also be a nice QOL addition. Overall, a really fun and shocking game that's even educational about firework safety! :)
The movement worked very well! I wish the portals were more clear graphically and had some sound effect associated with them. It was quite jarring being teleported with little feedback to me that it was happening. I feel like the theme could've been used more as well since it's basically just a platformer. Maybe have falling and rising be more a part of the platforming somehow. The song slaps! Fun little game, I even got all the coins :)
Fun game! Might just be me but I feel like there was a bit of a clash with the graphics, a 2D ship and 3D rocks with the parallax background can work, but then you make the space rocks (I loved the collection sound lol) 2D circles instead of 3D which is confusing to me. It might make more sense to maybe make them 2D fuel tanks instead with a similar color scheme as the rocket or something so that things that have to do with your movement are 2D and things you avoid are 3D? The theming was very good though, very rise and fall-like. I found a small bug where some of the space rocks would not have the SR text on them. I got 210,000 points as my high score, very fun stuff!
Really nice little game here! I loved the menu and death music, very bouncy and silly. The UI on the menu could be implemented a bit better as I could barely see the controls and credits button. Also, may as well throw the menu music in the credits and controls screen as well. The addition of a quit button is also a nice quick quality-of-life thing to add.
I see people complaining about the controls midair, but I actually enjoyed it! Although unnatural compared to what most of us are used to, I think it perfectly adds to the difficulty of the game!
Also, as Mister Salty mentioned, random generation is essentially a must for this game since once the player gets to the bottom there's nothing else to experience.
I enjoyed the graphics and the animations that the player character had :)
Overall really fun game, just a few QOL adjustments and the addition of random generation.
Yeah, I sadly didn't have time to implement the upper floors destroying themselves as you progress so it can get pretty laggy, but it does take a while for it to start lagging badly. All the models and textures (except for the wood beam) were made in one night by Cindro so some of them were slightly rushed, the rocks' texture being one of them. Thanks for your feedback! :)
The bouncing was to add to the rise part of the theme; however, there is a hidden mechanic I added to make it less annoying - you can bonk your head on an object above you to negate the bounce and maintain some of your momentum. Yeah, I sadly didn't have time to implement the upper floors destroying themselves as you progress so it can get pretty laggy, but it does take a while for it to start lagging badly. Thanks for your feedback! :)
The bouncing was to add to the rise part of the theme; however, there is a hidden mechanic I added to make it less annoying - you can bonk your head on an object above you to negate the bounce and maintain some of your momentum. Yeah, I sadly didn't have time to implement the upper floors destroying themselves as you progress so it can get pretty laggy, but it does take a while for it to start lagging badly. Any ideas for how I could've implemented the rising part of the theme other than the bouncing? Thanks for your feedback! :)
Thanks! It was to add to the rise part of the theme; however, there is a hidden mechanic I added to make it less annoying - you can bonk your head on an object above you to negate the bounce and maintain some of your momentum. I sadly didn't have enough time to get the difficulty just right or implement a difficulty curve of some kind. Thanks again for the feedback!
I enjoyed the creepy atmosphere and music! Also, the way you showed how the elevator moved was fascinating with the images on the walls.
I am a bit confused about what I was supposed to be doing, and sadly the game kept crashing when the outside would turn red even when I restarted at least 5 times. :(
I think the crashing may be from it being a webGL build as when I tried to upload a webGL build mine would crash when I tried to do a scene transition; however, I don't have this problem when I make it a downloadable game. I also haven't done any research about webGL builds so take that with a grain of salt.
Hi, I'm looking for honest feedback on my game. If you play my game, rate it, AND leave a comment with constructive feedback, I'll then play, rate, and leave feedback on the first 7-10 replies! :)
Here's the link - https://itch.io/jam/happy-new-year-2022/rate/1854308
Thanks! If you could credit me by throwing the link to the game in your description/comments of the video or linking to my youtube channel (https://www.youtube.com/channel/UCzDg3wm2umNnpMVf9onXAaw) where I'll eventually upload a video of how Temple Fall was made, that would be great! :)
Thanks for playing! Yeah our theming could've been better if the toilet helped you collect/fight. This was our music man's first time creating songs for games so I'll be sure he receives your feedback :) The bug is most likely from one of the enemies that charge you (blue bots) going inside your head due to a lack of speed increases/enemy speed downs. If you shoot and you don't see it come out that's because the enemy in your head is taking the bullet (or the gun is still on cooldown from your last shot). How could the UI of been improved? Anything specific? Thanks for all the feedback and I'm glad you had fun!! :)
I LOVE DOUG... I just wish there was an objective for Doug to do other than just make different colored foods. If there was a clear objective, maybe something like any of the Papa's games (Papa's pizzeria, etc.) where you have an order you have to make within a certain time limit would be great. Fun sound design and graphics. Cute little game, just needs an objective :)