The audio is peak. The gameplay basically doesn’t even matter. The music fits the “silly stonks” vibe perfectly. With a better game loop, I could see myself spending a lot longer playing this.
Pyrious
Creator of
Recent community posts
I got $15 from a 25-second gravity-defying stunt :) (I slid down a wall for 25 seconds)
The bicycle controller is fun, and the map is pretty nice. I would have liked a little more oomph and chaos (rocket boost? destructible objects? etc.), and maybe some reward for “breaking” the game, like some cash or a powerup on the roof of a building. The game is already very complete for 9 days of work, though.
Yeah, the game is definitely designed to be played with a mouse (or gamepad) and would be a challenge on touchpad.
I have a ton of deckbuilder experience personally, so to me discarding cards from your deck being OP is a pretty natural thing, but I’m sure it’s counterintuitive for players who are less experienced in the genre.
About card descriptions, it’s not so much intentional, and moreso that I wrote them all at 4am on the final day after adding most of the actual game content + playtesting + balancing etc :’)
Glad you enjoyed the game!
Cool concept. It seems like there’s not much reason to use different notes, so you don’t really end up with a melody, and once you get the right sequence of kicks and snares there’s not much left to do. It may be a good idea to include a timer and an eventual end so that players can be self-motivated to try to avoid bumping into walls to optimize their time, plus track some other stats for more things to try to optimize.
I think the pause is when the music track loops. I tried to iron out all of the music syncing-related issues but that one remained. EDIT: This will be fixed post-jam :)
Dance card descriptions definitely should have been more explanatory. “Splits” doesn’t move but it gives you heavy contact damage and immunity for nearly the entire duration the card is active.
I was surprised to discover that the eyes in the background aren’t just a static image. The VFX and sound design for the eyes is top notch, and the writing is pretty good too. The UI is plain but surprisingly complete for a Bevy game. Reminds me of The Talos Principle. Also I see we interpreted the theme in the same way c:
As for the nitpicks: the ambient background audio gets repetitive after a while; the player model looks out of place with the rest of the game; and the puzzle difficulty spikes way too hard (even if this wasn’t a jam game), especially with the rotating tiles.
Also I found a crash: I tried to change to a different level during an ongoing level transition, and got “Attempting to create an EntityCommands for entity … which doesn’t exist”. But the game remembered my progress on refresh, which is great.
EDIT: I see this is already a known issue :)
Sure! The source code is here. We actually use the audio instance instead of a timer to drive gameplay, which keeps gameplay in sync with the music at all times. The exact BPM of the song is specified in a config file, and then we have a helper run condition called on_beat
(which is actually on every eighth-beat, for extra granularity).
I get a WGPU validation error trying to run this game on Linux + Firefox v128.0 (bevy bug). Using Chromium instead worked for me.
Music and SFX would make a big difference for this type of game, and the character controller could be improved. Also it took me some time to understand that air dashing targetted the nearest dweeb.
It’s a simple game, but it could be a cute little experience with some better presentation.
My strategy is to just connect to portals at the start, then aggressively rewire portal in-degrees to exactly 3 in the mid game, and then just put out fires short-term in the late game by placing more roads until the 3-portals inevitably overflow.
EDIT: Got 3387 but at the very end I hit the road limit that I didn’t know existed.
Incredibly impressive work for a single person in 9 days.
I only played on normal mode, but it seemed like the optimal strategy was to dig out a semi-square centered on the entrance to the mines + try to avoid digging metals, and then spam build towers right by the camp. Once you figure that out there isn’t much else to optimize, so it seems like there’s some missing complexity (different types of towers, or some other source of complexity) – but obviously this is a jam game.
This may be overly ambitious for a jam game, but I like the idea. I like the idea so much that I actually already have an eerily similar WIP non-jam game (top-down shooter, play as a hooded mage holding a staff, fight trees / rocks / enemies for resources and recipes, craft weapons).
Being able to drop items is an important missing feature, or maybe I just couldn’t figure out how.
This game makes good usage of risk vs reward, and it has potential to be a nice small game. However, it is basically unplayable because of 3 easy-to-fix issues (which have been mentioned already but anyways):
- Either the camera should rotate with facing, or movement should be independent of facing – WASD directions should never desync from the camera’s axes.
- The bullet sound effect shouldn’t be layered x100 when you shoot 100 bullets at a time. Maybe increase the volume of the sound effect instead (with an upper bound), or limit the number of copies of the sound per shot to a small number.
- The icon name popup should have a mostly or fully transparent background.
Fun game! The interactive environment is a nice and important touch. I feel like a little more friction for the earlier levels might have been nice while learning the game, since you can’t move the cannon yet so there’s a lot of leftwards sliding when the pieces land.
Also a couple of tiny nitpicks:
- Retry should reset the camera position (I went really high and then had to wait for the camera to come all the way back down)
- Z-index seems to be slightly off for some things in relation to the cannon:
So the number of ratings is actually based on how long your run lasted (in minutes, clamped to at least 5). But it might have been interesting to round the scores to multiples of 1 / ratings
, I hadn’t considered that.
EDIT: As for score being lower than raw score, that’s true. But also kinda unfair how itch does that lol.
Probably just not my type of game, but I felt like the puzzle aspect was somewhat missing. Connecting the threads without overlap was easy (which is reasonable), but figuring out which evidence was linked to each suspect+victim was too straightforward. At first I thought I would have to do some critical thinking to connect victims to suspects, but it was just connecting victim+suspect to the listed evidence.