Hey guys! Like I mentioned before, good solid effort! You finished something and that’s super important. For the next steps, I’d recommend not leaving this game alone, but polishing it a bit more, perhaps finishing just one level until you’re happy with the gameplay. That’ll let you get some more experience and prepare you better for your next jam or project.
PoutineWithSalchichon
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This was brilliant! I loved the sound the slugs make, very satisfying.
There are a couple of things that would improve the experience like pausing when I’m placing towers, some colliders on the edges of the map so the characters don’t fall off and a larger map with more complex topography. But honestly, all that is QoL stuff that is secondary.
You’ve got a good solid gameplay loop that I can think you can expand a lot upon, just adding a full upgrade path for your weapon and the towers you can place would add a lot of variety. Maybe you can hire mercenary gnomes that parachute in, kill some slugs and then leave, different types of slugs(they’re a bit big for my liking, something smaller that explodes with an even more satisfying squish would be great!)
All in all, solid project!
I’m pretty sure if this had come out on the OG Gameboy, we’d be talking about it.
Loved the aesthetics, and the main game loop is pretty tight. Some jumps get kind of annoying if you miss them, but that’s just level design and can always be revised.
I think you’ve got a good solid base here, add 9 more levels for a world and make 5 worlds and this would be a solid release for mobile, Switch or even Playdate. If you don’t know Playmate, I’d recommend googling it, it’s a portable game console with a crank on it that might be a good match for this kind of gameplay and art style.
Congratulations! This is a brilliant little game. The switch between dimensions is really smooth and the gameplay loop is fun.
I would have loved some more sound effects and music but it’s understandable it being a Jam game.
I think this is a good solid base for a full game that uses this concept, there are a lot of possible gameplay variations with the switching mechanic. And your choice of Star Fox-ish-looking art was a good one.
Incredibly impressed that you made a multiplayer game! Would have been great if there was an option for bots, but with the time given this is super impressive.
The camera is a bit too tight, you might want to let cinemachine have more control over it to give it some elasticity.
Since there was no one else playing(Also I was able to name the lobby DogBollocks, so a profanity filter might be a good idea for the future). All I could do was kill the purple monsters, but killing them felt quite satisfying and the gun had a nice pew sound.
This was incredibly fun, the tension of switching between the two modes was great.
A prompt at the very beginning telling you that Space switches between modes would be great(unless there is one and I just missed it)
But apart from that, it’s very fun, and the shooting side is surprisingly complete with different weapons and whatnot.
If you’d like to carry this further, I would love to get some kind of reward for switching quickly back from the daydream, perhaps something that helps me in the daydream and viceversa?
Anyway, great job!
Absolutely brilliant!
I was about to give up when I went back and read the instructions about holding the mouse and dragging and when you try that for the first time, it’s pretty trippy.
I can definitely see a chance to expand this into a proper release with more content, more dialogue(which is hilarious BTW) and more marbles.
Amazing project, well done!
Mechanics are solid and mesh well together (There might be a bit too many that you learn in one go, but GameJam so that’s fine). I felt a bit of “looseness” when doing certain jumps, but that’s probably the physics engine faffing about.
A couple of things for usability. A shadow under the player model would be great because it helps gauge jumps better. A bigger reminder that you’ve used your mid-air shift already would be useful for the longer jumps. I’d also move the dead zone that restarts the player a bit more up, the game has a really nice rhythm and after failing a jump you don’t want to wait too long before trying again.
All in all, great project! Definitely portfolio worthy if you’d like to use it for that.
Good job! You’ve got a full game cycle here with a clear objective and tools to achieve that objective.
The level is a bit dark at the very start, you might want to add a global light volume or similar for that(If you want to keep it as a night scene, there are ways to do that, just give it a quick Google)
The level feels a bit empty, but since this is a gamejam that’s understandable. I wasn’t able to finish it due to getting lost a few times, but that could be fixed with a minimap or just a bit of level decorations to point you in the right way.
Great job! The story was interesting, and the photo mechanic is well implemented. One point of user-friendliness that would help is giving a bit of space between detecting the click for advancing the dialogue and the one for signalling a clue. I managed to waste all my chances to look at a photo due to over-clicking but perhaps that’s just me.
This is a good solid foundation for a micro release, the mechanics are solid and with some more time, I’m sure the art would shine. If you added two more “cases”, I’d think you’d have a nice little product.
This has been one of the most fun entries I’ve played so far! The combat is very satisfying and the upgrade system is fun. It’s missing a little bit more FX sounds, for example, when you hit an enemy, are hit, grab a pick-up, etc… But I’m guessing that is less oversight and more running out of time, so that’s perfectly fine.
I think with some more polish, a couple of extra game mechanics(more ways to lure enemies and incorporate that into puzzles, perhaps?), and planning out a couple more dungeons, you could have a micro-ARPG ready for pre-alpha.
Cheers for the review! HA! Yeah, I made all the sounds for the “simlish” language and a couple are definitely out there.
There is a hidden score for the player to mix a certain amount of drinks, and when you finished that there was supposed to be a different message, but I ran out of time :P, but for sure I’ll add something much more fulfilling in the next version.
Artwork and models looked really good! The Indiana Jones motif was fun as well.
The camera could do with some work, it was swinging so fast and close to the character that I had a hard time understanding what was going on(which is fine for a gamejam since the time is very limited). Although if you have some time, definitely keep polishing the camera handling code, you can then publish it as open-source, and re-use it in your next project.
I would have also loved some more SFX, it was hard to tell that things are happening without audio feedback.
All-in-all a solid idea that has a beginning and ending, which is quite rare for gamejams, good job!
So far this has been the most visually stunning game I’ve played in the jam.
The visuals are a bit too busy and I definitely had a hard time figuring out what to do, but they look so bloody pretty, that I kind of didn’t care. Still, I’d definitely spend some time tightening that core gameplay loop, because the concept is quite interesting, but dying is a bit too easy.
Apart from that, the world-building and ambience are top-notch, and I think that you’re well on your way to a solid alpha build of a full game.
Your core gameplay was well-established(running, jumping, attacking), but I was expecting some kind of twist. I do like that when the Acorn dies, it resurrects in the same spot, and the animation for it is interesting.
I would have loved to see this incorporated as a mechanic in gameplay though.
I had some issues playing on my laptop due to the resolution of the game being a bit too high, also the hearts would empty in a weird order, and sometimes I don’t die even with no hearts. But honestly, I wouldn’t concern myself too much over that, since it’s a game jam, I would recommend you go back and smooth out the gameplay and remove some bugs, just for the learning experience.
Apart from that, the art is solid, and I’m a big fan of the huge-rabid looking squirrels.
The visual elements are really well done, and the Mexican motif is fun.
Gameplay-wise I feel it needed some more additional tuning. Aiming the gun is really hard, and I died many times, but because the loop is pretty fast, I didn’t mind it that much.
The gun only having one shot is a great concept. It’s like taking “no-scope 360” and stripping everything that is unnecessary about it, leaving only the essential “one-shot, one-kill” mechanic.
The music made me laugh the first time I heard it just because it was such a stereotype, but by the 3rd time it started, I had to mute my laptop ( ^∇^).
Nonetheless, a good solid project, well done!
Really, really fun! The core gameplay is quite solid, and the tactical options are very fun. My favourite part was when I killed the first big guy and found out that I could revive him, so satisfying!
Visual-wise I think you’ve got what was needed, sometimes it’s kind of hard to see what is happening, whose guys are whose, all you know is that things are fighting, but honestly, it’s more than good enough for a game-jam.
The AI is very functional, some commands for them would have been nice, like a “go here” command, but once again, game-jam, so that would be a nice addition for the future.
Overall, really satisfying, and has solid core gameplay, so I think that with just some spit-and-shine you’d have a very satisfying pre-alpha in your hands.
Good job mate! The concept and the aesthetics are strong. I feel that the main game loop is a bit lacking. You’ve got some of your core mechanics down(moving and scaring), but it’s missing an objective and dangers, even something dirty like: “Scare all men in town” or “Scare all the adults in town, but none of the children” would have helped wrap it up.
Anyway, solid job! I can definitely see this becoming a more complex project.