I think submitting the a design doc like this is pretty cool! Lets you flush out the idea and give it a chance, while not investing weeks to find out you’re not really all that into it. Thanks for submitting!
mikepurdy
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Simple ideas that are built upon by the level design - nice work!
At first when I died and got kicked back a level I was thinking, “Oh, a little bit of risk/reward is in each of these jumps”.
Then I got kicked back like 5 levels in a row. Brutal!
Took a lot of time, lol but I beat it. Thanks for submitting!
Ah man, that does sound frustrating! Sorry, should have been more clear with goal/expectations. Thanks for giving it a whirl though, and glad the game was still fun despite the shortcomings :)
I’ve been working on bug fixes and will see how I can better educate the player as well. I’ve already got some quality of life changes in place which I think will help players.
This was cute game, I really liked it!
Most of the games I’ve seen you make have a core concept that is tightly nailed down, and then polished up - the recipe for success. This one was no different :) The game felt good, and I agree with @multivoxmuse, I think the difficulty was spot on.
I loved how the last day was flipped around.
Ah. Seems there is an unfortunate bug slipped through my iron-clad codebase.
There is the possibility of one package having the same destination as another. If this happens, you can push the delivered box out of the way, and just deliver the new box in the spot. There will not be the spinning indicator, so be careful, lol
Ah. Seems there is an unfortunate bug slipped through my iron-clad codebase.
There is the possibility of one package having the same destination as another. If this happens, you can push the delivered box out of the way, and just deliver the new box in the spot. There will not be the spinning indicator, so be careful, lol
Yeah… I think I did the players a disservice by not baking control explanations into the game or something similar. My son (11), who plays a lot of Geometry Dash, bounced off of this when he first played it. I realized then that I messed up haha
I was planning on having some structured levels in place; my hopes were to ease the player into the controls and mechanics and how they build on each other. Didn’t get around to it though, lol #gamejamlife
Thanks for playing :)
Killer entry! Had a blast playing this, very fun concept.
I was avoiding the purple asterisks, until they were sort of in front of the Chosen One. I thought since they were on the right side of the game, that they were safe. Putting them there was smart because that’s how I learnt that they’re actually badass and very essential.
Music was awesome (all by Kattywampus, right?). I found myself bopping to it.
Unlocking fonts was a fun progression mechanism.
Great work on this!
This was cool!
No fault to you all, but accounts under 18 can’t join playtests (bummer!). I was planning on playing this with my son but ended up going solo and killing some wolves (really glad you put those in there).
I can see the balance between ‘getting good guns and ammo’ vs ‘being vulnerable’ as a fun mechanic. I can also see killing the wolf as a big priority (so you can get more health to get more guns/ammo).
Would love a mini-retro on UEFN to get the teams thoughts on this.
Google drive is saying the link doesn't work for me :/
Sorry, the file you have requested does not exist.
Make sure that you have the correct URL and the file exists.
from: https://drive.google.com/file/d/1NEiWu6MfCS_5ZcSSnyH1pu_uMzYsL9K7