The controls are a bit hard for left handed people : First, I didn't know you could run until my first death by falling inside the first pit. The game then says to use shift to run, but only the left one works ; it should be both. Also, the game ran pretty harshy for me in some parts of the level, I don't know if it's because of the graphics quality or not but it was a bit hard to aim because of that. Apart from that, nice job overall!
Quasar47
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Key there, thanks for your reply. A tutorial was out of the question given how little time I had left when I was finished, but I get that the controls are a bit long to get used to. About that door closing, I think you're talking about the final door : Each final door requires you to collect a certain number of coins (displayed on screen). If you don't have it, then the door won't open, which is part of the challenge of getting the best time while also collecting as many coins as possible.
Damn, this is probably one of the best games of the jam so far. The difficulty is almost prefectly tuned (I has to stop after a while because of a section with 4 guards I couldn't pass), and the slicing mechanic feels sooooo satsfying to use. You feel almost omnipotent with this, and yet the game still manages to be challenging at every level. I also like how you play with the pitch of the music when you die. It must have been a pain to code.
I hope you don't mind if I keep your game on my PC for a while, I need to show it to my friends ;)
Really nice concept, however I has some trouble with understanding the pattern ; I thought it was too fast for me, so I ended up trying to recreate them in disordeer to see if something changed, but no. The tutorial didn't help me either, but I guess it was because the rapid pattern confused me. Like the idea behind he game though, I hope you can expand on it.
Very impressive for a game jam, I like the way you can dig into the planets, but I just wish this mechanic impacted more the gameplay (like, maybe destroying the planets once they're completely depleted ? Or dig tunnels through them to navigate faster ?)
The gravitational effect is really enjoyable by itself, although it gets a bit weird when the character suddenly rotates to match the surface it's landing on. For a low poly game it's really beautiful, and has a lot of potential. Don't let that idea go, I think you can do something really impressive with it. Nice job :)
Pretty sympathic shooter, reminds me of a game of tha kind where you are in the same setup but in multiplayer (I don't remember the name). The game is a bit too easy (for once I won't complain), but it's hard to predict where the robots are going to attack, especially since the delay of destruction of the windows is really small. I didn't even see at first glance that there was an upper floor, until a robot came down and attacked me. Apart from that, it's pretty solid, I like it :)
Really cool game, I love games like Super Monkey Ball where you have to navigate through tricky terrains with a ball. The game is really pretty, but since I'm kind of a sucker for this kind of games I couldn't go very far. I made a similar game if you're interested, but with a hoverboard instead (because why not :p )
Nice job :
Nice game, but it's hard to figure out what to do on your first run (I accidentally skipped the cutscene but trying to accelerate it, but it seems I can't).The game seems really promising, can't wait to see what more you can do with it.
Also, the typos for the credits menu are broken it seems, and you can't click on the button to quit it. Apart from that, nice job :)
Nice concept, but I think your game would have been more challenging with some ball physics like Unity's rollerball. Also, adding obstacles and moving platforms would have made a more dynamic experience. But hey, from what I've read in the comment you only had 4 hours to make so that's okay for me. Nice job !
It's a weird game honestly. I know by reading through the dialogues that you only had a few hours to complete it, but I think sticking to the point'n click from beginning to end would have been a more amusing experience. The flappy bird section feels more like you needed a way to justify the theme rather than making it an integral part of the gameplay. With that said, I salute your efforts, it's a pretty game nonetheless.
Hey there, thank you for your feedback. I'm perfectly aware my game is tedious, I made it intentionally difficult akin to something like the Super Monkey Ball games (except I didn't have a rollerball in my assets, so I had to use a hoverboard instead , that's all I got :/). As I don't have much experience in this kind of concept, i tried to base myself on some games I owned as references, but these games were really difficult, I must admit. Anyway, thanks again for your anwser
Hey there, I know you've posted this tool a while ago, but I just downloaded it and I must say, this is something I was looking for for so long for one of my projects, it suits my needs perfectly !
I just have two bugs with your asset, I hope you can fix them easily :
- Firstly, if you change the resolution of your screen via Screen.setResolution, the script displays again the title bar even if you've hidden it previously ; and if you use a Windows shortcut with th ecommand line -popupwindow to hide the bar, if you display it by code it dissapears once you change your resolution. I've tried calling the method in a coroutine to delay the display of the bar, but nothing gets the job done.
- Secondly, there is a bug with the resizing of the window : If you toggle the bar once, then toggle it again, it may just shrink again and again without resetting its previous size. It has something to do with the borderSize variable not being added after showing the border, but I haven't modified that piece of code, so I don't know where the problem comes from.
That's pretty much it ; again, I'm impressed and quite satisfied by your code, and if you could fix these issues I would be the happiest of devlopers :)
Thanks again !
Nice concept, I can see the potiential it may have if you give it some more polish and features. I like the idea of bouncing around the scene to destroy the enemies (My own game even have a its gameplay revolving around that ^^) but that feeling is easily countered by the fact that the enemies moving in the opposite direction can stop you dead in your track instantly. Also, I don't really see the connection with the theme, it seems you're not using it either as a mechanic or even a constraint, it's a missed opportunity imo.
Apart from that, as I said it has a lot of potential. maybe with some more enemies dans mechanics, I could turn into a really good game. Nice job nonetheless :)
Just finished testing the game, I must say it's quite impressive to come up with so much content in such a short period of time. The theme is really well respected, and even a bit too much : It's really hard to keep up with all the enemies while memorizing the emplacements of all the items you've encountered as well as all the paths you've explord and yet to explore. You can sometimes pick up two items, but that's pretty much it when it comes to practicality.
The controls don't do your game a favour either. They seem like scattared across the keyboard, and some actions are unecessarily convoluted. For example, if I want to switch between items, I shouldn't have to do Unequip > Throw > Pick up > Equip and only then be able to use the object, because each action consumes a turn, and when you're fighting enemies it quicklu becomes tiresome. Only one button should be enough.
Also, a minor thing I have noticed : When you run away frome an enemy, the enemy chases you AND deals you damage if they happen to be on the adjacent tile. And when your weapon just broke and you're trying to survive until you get a new one, it can feel really unfair.
Needless to say, I couldn't finish a level, but I salute the efforts you put into implementing your mechanics. Just make sure next time to put ergonomy before complexity. Nice job nonetheless :)
Really nice tower defense, it was so hard to keep up with all the enemies sawarming the field at once.It was a bit hard at first to balance between the different colored tiles. A problem that I noticed is that the more progress you make troughout the waves, the less you're incited to use regular tiles, since they are not fast enough to eliminate enough enemies to survive the next wave. Maybe increase their original speed a little, otherwise that's pretty much it. Also, if you lose a battle, return to the main menu and retry, the game won't spawn enemies anymore. Apart from that, nice job :)
Very clever and fresh, perfectly in phase with the theme. I would love to play more levels like these. I also love the trolls with the math operations (although the one with the 8-1 was really tricky because I could only find the exit by luck) and that ending was fabulous. You really should keep developing this game, you've discovered a pretty jewel :)
Interesting, albeit a bit hard to control and aim accurately at first. I see the connection with the theme, but I think you should have used it more as a mechanic for the player to exploit, rather than a constraint that puts him at risk of being hit by an enemy. The polygons seems to have different types of movements, which is cool, but the random one makes them really hard to aim at precisely and it frustrated me a lot. Great job though, I'm impressed :)
It's a bit weird. What am I supposed to do ? Where am I supposed to go ? How am I supposed to win ? Nothing is explained to me, so I just wandered aimlessly until the sun sets and the gave over screen appears. Also, I don't really see the connection with the theme, only that you're the only chicken in sight and basically everyone else wants you dead. Maybe a tutorial or some in-game explanations would have been enough.
Simple yet challenging, but I could see there were not many risks taken when you thought about the different ides of gameplay. While this one has a lot of potential, it is also very classic, with not much variations of mechanics between the levels. I understand why you chose to play it safe, but I think some more features would have increased its potential by a lot. Nice job nonetheless :)