WHAT? This is amazing for your first game, congrats dude! :D Keep going at it
Rayo75
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WOW. This is some amazingly polished stuff for a 2 week game jam! The concept is great, the art is smooth and crisp, the music tracks are bangers and everything looks like a fully released game!
My only complaint would be that my eardrums were blown out when finishing a wave while bombs were still on screen so ALL the bombs would blow up at once. Other than that, you did a REALLY good job, especially for a solo dev! :D
Either I'm not getting it or the game is way too hard! Sometimes the projectiles would simply miss the enemies and remain stuck on the track which made it quite frustrating :(. I want this to be a fun game so badly because the concept is great but that small bug made me lose 5 times already just when I thought I was getting into the rhythm...
What a sweet love letter to everyone this was, a message from the heart. Not only did it make me laugh, it also made me smile, and that takes 10x the effort!
Seeing Thor already pink is an amazing detail too! I'm sure he was and still is a huge inspiration for many of us unsure about pursuing game dev. His aura will be passed on to thousands of game devs who will, in turn, inspire thousands more themselves!
Also, Nalei is my spirit animal. I'm pretty new to game dev so I've only made like 4 prototypes but that feeling you get when you see someone retry your game after they're done instead of moving on... it makes it all worth it. I've had the awesome luck of having a couple of friends fall in love with my game for this jam after I had showed them it for playtesting. It was such an unexpected moment seeing them enjoy what I've worked so hard for in such little time... and their eagerness to speedrun the game made me join in on the fun and go all the way. Long story short, we now have an official speedrun.com board for Green Top and every time I see it, it makes me giggle like a dumbass.
We can all achieve unreal things, YOU yourself already did so by inspiring others the same way I was inspired. We all need a bit more positivity in our lives and all it takes is some small talk.
Many thanks for the review! :D
We did realise after a week of playtesting that some people didn't know they could climb the grass and we're remaking the whole interior at the beginning to show more clearly the game's mechanics. We were hoping everyone would simply experiment and find out but for a mechanic this essential to the game's identity, we should do whatever we can to make any player get it before they get frustrated.
Yeah... softlocking is still an issue in the current version of the game and considering we're planning to make this a metroidvania and not a level-based game, we've come up with 7+ ways of preventing or recovering from a potential softlock. I won't spoil anything for now ;). We're trying to balance out the impact of the player's actions without it becoming too frustrating. We could've simply made it so burnt grass turns back into copper or to have a button to reset or rewind but that made the puzzle aspect of the game uninteresting and not rewarding at all. This is proving to be the hardest part to design for the full release. We weren't expecting people to consider this a rage platformer but I'll just say that you're not the first one to compare it to one.
Thank you for the kind words! I totally understand that you didn't finish the game, no worries, it's still very rough around the edges. I'm working on it almost daily since the Jam and I can say with confidence that day by day it's getting closer to something more people could enjoy and be eager to beat! Best of luck to you to!! :D
For me, it was the first jam that I actually got to finish. I've done one before years ago but only managed to make a cube jump. Even though I wish I could've done more before the deadline, I'm glad I got to submit it in time and I'm pretty happy with the end result, as simple and unpolished as it may be :D
WOW. Just WOW. This isn't even a prototype, this constitutes as a full-on GAME! This was mindblowing, I spent roughly an hour on my first playthrough and even replayed it a second time. It could be considered unintuitive for any first-timer but it feels very rewarding to figure stuff out on your own and, personally, the "no handholding" way of presenting the gameplay really adds to the inmersion.
<<<<MINOR SPOILER WARNING>>>>
I only got a bit stuck when having to [install the thing]. Spent roughly 10mins trying anything thinking I was softlocked only to then check my reports for the very first time in the whole game.
I managed to get the ending 1/2 and the bad ending and tried to get the good ending by resetting with my newfound knowledge. Right when the locator became usable, I got reports from [the two names]'s locations. However, I tried to use these reports to catch anyone's attention but didn't manage to prevent [the first incident] from happening. Also, I liked the attention to detail when trying to locate [you know what] ;)
Anyhow, this game was an absolute experience. From the strong identity, the well thought out story, the artstyle, the music/ambient, the sound effects, even the jam's theme is well included... I... I cannot understand how this was done in just two weeks! Baffling stuff, keep it up!
Huge fan of the movement, add a timer on screen and you've got yourself a potential speedrunning banger! I loved it and tried to find new ways of completing each level every time, always trying to do it faster and faster even if there wasn't a clear incentive to do so! A simple prototype with strong identity and great potential :D
Also huge fan of the banging tunes (yeah woo)
Very charming overall! The artstyle is cute, the gameplay is simple yet effective and the music suits the game very well :D. The checkpoint system was also very much appreciated.
I expected the level to end when I got to the last resident so I got very confused in the first level when nothing happened. Maybe it was already stated before that I need to go back into the hole but it took me way longer than what I'd like to admit to figure it out by experimenting. A simple popup text when the last resident is satisfied should do the trick, so no big deal!
OMG thank you for playing and for the awesome review :D!!!
Yeah, the softlocking is kinda annoying at times. In some sections we added jumps that were still possible with the flamethrower even if you burned all the grass but some jumps simply can't be saved... We're still thinking about how we could maintain the game's mechanics without hindering the player too much for bad decisions (maybe separate the game by screens and be able to reset individual screens? Maybe rewinding time? We'll see once we have something solid and fun). In terms of music and sfx, tho, we're already on track and adding stuff ^^.
We'll probably release a more fleshed out version of Green Top once the jam ends so I can assure you that the journey is not over yet! 💚
Thank you for the comment! This game was a group project for an assignment so we really didn't expect to see anyone take a look at it from outside our friend group. First of all, thank you a lot for even downloading the game and giving it a chance, it really means a lot!
As for the issues... we really have no excuse aside from the tight deadline. Our arms rig was horrible and the team member responsible of its anination experienced random jumps on the left hand's position. The easiest way to just keep moving forward was to slide both arms to the left of the frame until the glitching wasn't noticeable.
In terms of optimisation, the game is a mess. We used WAY too many triangles for every tunnel section and room and it made the game run horribly on my PC even in the main menu screen. We hope to fix this is the future but I'm not really the judge of the game's fate.
As this was an assignment, most of the group's work on the game ends here. However, one of its members is planning to take it to the next level and make it a fully fleshed out experience for his end-of-career project. Consider this version as just a demo, even if it's a broken one. If we see more people giving it attention, we'll most probably decide to make it more bearable for any PC just so it doesn't take away too much from the experience. Updating it with new content is out of the map, though, as I'm not interested in developing it further. Considering my friend and team member IS willing to develop it further, be on the lookout for any announcement if you're interested in a more narrative complete game. I will be sharing his socials only with his permission, I will relay this to him to see what he plans to do.
If you want a release date, consider Summer 2025 the most probable one.
Again, thank you for the support! :D