Its best to build the game for multiple platforms if you want android version since android is hard to try for game jams. If you don't want to make multiple version then at least add screenshots or a gameplay video to give some insight into the gameplay.
proTaleDev
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I like the idea and it feels very unique. It takes a lot of clicking to find the objects so I think the area which is dug when clicked should be bigger and it would be more fun with upgrades or instead have fragments of an item and they have to be pieced together like a puzzle to get a full item as a mini-game.
I like the art and the music match perfectly . The gameplay is a bit boring but at least there is a way to win. I do think the player sprite is too big and should scale to the buildings. A little more movement from npc's walking around might make to level more lively but that's ok for a 3 hour game. Well done.
I'm very surprised this was made in such a small amount of time as it is very well made and clean. I was able to dodge a few enemies by hugging walls but for the most part there wasn't too many issues. The music is a nice touch to a very energetic game. The concept is not that original but still really well done.
The art is very cute and cool and the sound is fitting. It was weird that there were large openings in walls that look like you can go through to explore but are blocked by invisible wall while other opening in the walls I could escape to the outside of the map. I do wish there was more decoration but its ok considering the short development time.
This was a very unique platformer idea that I like and the atmospheric art was very interesting. I was able to get through some of the levels by pure chance by just spamming jump and other times it was incredibly difficult since it felt like the jumping was inconsistent in height and range but I really like the concept a lot but needs some balancing and tweaks. I'm not that good at 2D platformers so it might be that I'm bad lol.
I really like the simple design and the subtle lighting effects. The art is also very cool. The sound effects and music is a nice touch too. The levels is a little empty but that's ok for a short development game. I struggled with the controls and movement a lot and wish it was movement with the mouse and I feel like "Right Mouse" should be flares since "Left Mouse" is fire.
This was really fun and has smooth gameplay but It was actually too easy. On my first try I got to level 49 and my hearts covered past my level up bar. The only reason I died was because I flung myself really high on the left and got stuck of screen. More types of enemies or even a boss every 5 or 10 levels would be great. It would also be fun to use the drill as a mining tool for ore in the ground for possible upgrades. Well done.
Thanks for letting me know. I didn't have much time for any bug testing since it was made in 3 hours but I'm glad its playable. I thought about locking rotation but seeing the birds rotating was funny so i left it and hoped for the best. Bird flip depending on which direction it went is a great idea thanks.
I love the art style and seems very professional. I really struggled to figure out how to place buildings since I didn't realize the bottom of the screen was buttons, I though they were referencing keyboard numbers because I'm dumb lol. The miner didn't seem to do anything or I couldn't get it to work so some clear instructions would be great. I really like the idea of this game and the style so you should try and push this further. I also really like the lighting and keeping warm mechanics. Well done.
Thanks for taking the time to give it a go and I appreciate the feedback. I should increase the speed of spawning since it seems slow, but I wanted to give the player time to explore, reposition and get the cold meter recharged too full. A better idea would be a break period offered every five waves or maybe when a part is pick up a 30 sec break before it continues waves. The controls need a rework overall. Thanks.
I like that the recoil on the gun is a mechanic necessary for jumping, its really fun to play around with. The game desperately needs a sensitive setting because it was really difficult to aim with the mouse sensitive so high. The map was small and limited but I know you said it was made quickly so it make sense. Still fun to play so well done.
Very different and unique from other games in this jam so well done. It looked very basic visually which can get repetitive over time, but the trade-off was a solid gameplay experience. The map was my favourite part since I have played many game jams with 2d mini-map, so it was really refreshing to see a 3d mini-map. If you wanted to push this idea further, I would make the city more natural in road structure with more curved roads and unique junctions or realistic situations like blocked routes with accidents. an impressive game overall.
Thanks for trying it. I agree the controls are difficult, it was an experiment with angled top-down gameplay which I have not done before that did not work out to well but that is ok. the slow recharge was intentional since you can upgrade the recharge speed later, but it is too slow. I am glad you liked the lighting and low poly style since the low poly environment was made by me in blender,
Really interesting, I am always a fan of games with crafting and building so this was fun. The atmosphere is dark and gloomy which fits with the narrative perfectly. It took many deaths to realize I could get the clothes of the body of the friend lol. The campfire seemed pointless as it did not lower my possibility of death or slow its drain which I felt it should do and neither did the snow hut. The hunting was buggy and could not get it to work but the overall idea of the game is cool. I wish there were more to explore, and I kept having weird collisions with objects and getting stuck. Well done.
As mentioned below the lighting is beautiful for a 2d game and the gameplay is fun with the crafting. On my first try I was picking up everything thinking the was no limit to what I hold only to get to the campfire, and it barely fill the fire, then die so having an indicator of what I can hold, and its amount would be great or a more complete inventory. Making your own campfire would be nice because you end up to far from the campfire to feed. I really struggled to survive in this game for long which could be just me, but my fire ran out so fast even with wood and leaves, should have the axe quicker. If you really wanted to push this idea further, creating more survival element like hunger and thirst and automation system with forestry and farming.
I definitely should have spent more time thinking about the aiming, I found it difficult with it being angled so the mouse was not usable for aiming and I thought the snowball was weak to start but with upgrades I thought it would balance it out (clearly not lol) and since you unlock crazy strong Items later like turkey charge / turrets / pudding bombs and campfire kits I didn't worry about the snowballs. I agree the penguins should have been one hit and just spawn them less as the game goes on. I did spend more time making the game look nice with lighting and models made in blender for the environment setting (I never get time for in game jams which worked out). As long as you had fun, I'm happy and thanks for giving it a try.
I completely agree the aiming is pretty difficult, I haven't done a shooter with an angled top down style so I wanted to try it which meant I couldn't use the mouse to aim, if it was not angled and just a top down I could have used the mouse as a way of aiming the shot. At least now I know. Another thing you mentioned is motion sickness which I have never had in games so that was something I never considered so thanks. You can upgrade the snowball shoot speed at the trader however this means it terribly slow early on however what I should have done had either one enemy spawn at a time or weaken the enemies in the start so that they are easier to kill. After hours of testing for bugs I got good at not taking damaged in the start, so it is no wonder I thought the start was ok Lol. Thanks for the feedback :D
The music fits perfectly for this game and builds the atmosphere. The dialogue box style matches the visuals without being out of place, but it is frustrating to see the dialogue appear every time you die even if it is only so often in a game. I assume it is because the level is restarting over and over when you die. Either save the fact that the dialogue has been read (can be a lot of work) or have a level / section just for dialogue with minor risk of dying (which is done all the time in games). I love the orb throwing and losing heat from it which makes the choice to throw a risk, I like that.
The warmth bar drains too fast after throwing it which is ok if it was towards the end of the game but not early on however if you are trying to make a game that is intentionally hard then forget what I have said. Any game that developed by yourself will be easier than for the player as you have in-depth knowledge on how to progress while they are playing blind. The level overall is a well-designed platformer, and it was fun to play. If you get the chance, play my game, Thanks.