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SabifiedSab

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A member registered Sep 17, 2021 · View creator page →

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The aesthetics of this game is gorgeous, and I love all of the mechanics. BUT, the dash has a cooldown, and not eg. one use then you need to hit the ground. This made me be able to just dash up to the last tower, and my final time was 00:24.404. The music also gets repetetive really fast.

This was a great game. It feels real nice to control, but I didn't know that you could chain a jump after the dash for a long time, so I got stuck at level 2 or smth. But good job with this one. Only thing I'd want for the controls is jump buffering, and I didn't really feel the theme that much. Maybe next time you could make your own soundtrack for the game :) (it's just a suggestion, there's nothing wrong with stock music)

12:01.09. I think this is a really good game and you guys did a great job with it. The only thing I'll nitpick on is one of the checkpoints (I think second or third to last) which is kind of annoying to have to go left down right down left left and then get a checkpoint. That was probably the place I spent most of my time. You could also include some music, maybe some small piano bgm. But I think everything about the game was great. Good job

Thanks, I'm not a pixel artist so I'm glad to hear that. About the movement, the player won't move if you don't (except if you perform a wall jump. This has a set duration which you have no control of the player). Sorry that the hitboxes of the spikes was too harsh, I guess I got too used to the big one. 

1. Me and my playtesters got it under 30, so I didn't make it any easier

2/3. Yes I know, because of stupid WebGl. I didn't test it in browser, and didn't find this until it was too late. Same with the leaderboard

4. Taken inspiration from there

5. I carefully changed them so when you touched them you'd die. The player collision is a teensy bit bigger, but that's just because of some probems I had with the code I wouldn't care to fix because of the time constraints.

6. If you hold the jump button you jump the full jump force. But if you let go mid-air it cuts your velocity a little bit, so you'll have more control over the character and how high your jumps are.

7. Just like the leaderboard and saving, webgl screwed me over big time

8. It does

9. Then you used more actions than you're supposed to. There are coins placed in to cut your bars, and they aren't needed if you play perfectly. So if you played extra bad and stalled a lot, you wouldn't have enough stamina or would be burnt out by the time you needed them. This meant that you have to think carefully about your actions like a speedrunner, and not play so casually. 

I'm am really sorry that you wasted 2 hours of your time playing this. I even thought about just removing my submission entirely because of this

I also think the same about the tutorials, but since this is a polymars jam, and I know theres a lot of young viewers so probably also participants, I didn't want them to feel bad and rate the game bad because of them not understanding. If it'd be another jam, I would've probably removed a lot of the text, and switched them out with game lore or just delete them. Thanks for playing though

Thank you very much

Yeah, I should've used the arrow sprite a little more, and I could've probably worked on the controls a teensy more. Thanks for checking it out though!

Thank you so much! I wish I would've tested it better (In WebGL, everything went flawlessly in editor) before I found out it was too late (:

Thanks!

One of my playtesters also had a difficult time with getting the stomp jump too, so no worries. I'm just glad that you gave it a try :)

Some suggestions:

  • The timer doesn't start until you've done one of the time boost things
  • More time, maybe one or two minutes (New players doesn't know the game in and out as you might)
  • Tutorial instead of the menu thing

I get it that you guys overscoped, and I'm sorry for being a little harsh in my first comment. The game looks great and I could maybe see what you were going for, and it definetly has potential with some more work. 

Good job though

I think that Coyote-time should be a quality of life feature, not a mechanic needed to progress. Just like jump-buffering.

Happens to us all. But at least now you've learned something ;)

I see this game more of like a rage game because of when you mess up, you mess up hard, with a steeper difficulty curve. Love everything about it, and that the game just restarts your time when you die is great (unlike many of the games on here). I'm tempted to TAS this game..

Thanks for playing. Adressing the wall jumping, you have to move into the wall and then press jump. For example if you want to wall jump on a wall to your right, you have to hold right and the press jump.

Thanks for investing that amount of time into it. I'm really glad that you played all the way through.

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I added the settings menu for a reason ;) For the theme though, in the later levels you unlock a burnout bar which limits the amount of "special" moves you can do consecutively

I think you have a really creative mind, and should definetly continue doing this.

Got stuck in the cave and stopped playing. I really think that in these games there should be an objective apparent to the player near the start if not at the start of the game. The player controls nicely, and I love the artstyle, but I ended up holding right and spamming jump, which brought me to the cave, which softlocked me. Since you're the creator, it can be hard to play the game as a new person, because you know all the inns and outs, and I know nothing. Playtesters helps a lot, even if they're family members or friends.

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It contorls really weirdly, and if you need a walkthrough-tutorial of how to play the game, there is something wrong. I couldn't enter the bucket store, so my run ended there. But I liked the art and the idea though. So try to focus more on the player experience next time, and maybe get some playtesters to play it without you saying what they should do. Helps a lot

Edit: I meant walkthroughs of the game as a tutorial, normal tutorials are fine

Got a 90. I think the player could control better instead of going frame by frame to the right. One more thing I noticed is that your velocity doesn't reset when you die, so I could jump into a spike and keep my jump when I respawn, simply skipping the level. Consider using an actual game engine like Godot or Unity.

It is very discouraging to continue playing when you start all the way to the beginning. I liked the idea, but I think it could've been executed better. Consider adding checkpoints and less sloppy controls.

I'm sorry, but the ship is impossible to control. It bounces around everywhere, and is really hard to steel in the right direction. I get that it's your first game jam game, so based on that I think that you got far. I'd recommend some longer jams though, maybe 1-2 weeks. And remember to not overscope

I couldn't really find out what I was supposed to do, and how to handle the ingredients. Love the art though.

The game looks really bad, I couldn't see the theme anywhere, not even a timer. The death plane under the player is way to far down, and there is no apparent goal.

30 seconds is way too little, objective unclear, couldn't find a terminal, health and radiation bars could be labeled, concept art is way to good for this quality of a game. You guys could try to get some playtesters to try out your game. Family member, friends, etc. Even after I gave myself 10 minutes to find something, I couldn't and died of radiation.

I don't think there's anything wrong with this game. But one suggestion is that you should know what to do without an info dump (The tutorial you gave) I would've loved some music instead of the endless drums. I also wouldn't really count this as a speedrunning game, because the way to beat it faster is just to not mess up. And the Polymars mode is way too hard. If I would've added something to the game it would be to send waves with eg. spacebar. That way it's more my fault if I die, and you could get better by playing more.

I just think that us the players could need more explanation. For example about what our objective is, and how to win. Right now it's just the player that plays the longest that wins, which isn't ideal for speedgames. If you'd like to take this more seriously I encourage you to try an actual game engine like Godot or Unity instead of scratch.

This was really good. The graphics are really good, and the game looks really polished. One thing though, is that I think the game could have faster restart times, and that I shouldn't be able to move when the screen in still fading from black. Since a lot of the levels are holding right simulator I often hold from the start, and if there's an obstacle right in front of me that I can't react to because of the fading screen I blame the game.

Nonetheless good job with this one. I got 217 :)

The controls could definetly get worked on. I saw myself mulitple times stuck in the first room because I didn't get enough momentum to even clear the first jump. But once you have enough speed it's really hard to control yourself. I like that the music changes based on the timer, but I feel like the controls are a bit luckbased because of the random behaviour I encountered.

The actual game is alright, and the theme interpretation is neat. But one problem here is that you have a LIMITED time to save the trees. There's nothing in the game that encourages you to go faster. And it's really hard to go faster, because the players hit the skill ceiling really fast. So once you know how the game works, you have to get lucky with the spawns.

The controls are weird. Sometimes it jumps, and sometimes it doesn't. When I point it to go right, it goes up. A little weird. The music kind of gets annoying after a while, but the concept is great.

THIS is a great game. Actually skillbased, not too long, but not too short for it to feel like nothing. The powerups are definetly worth it, and it all relies on skill. Great job with this. Love the GLaDOS potato battery!

This is a speedgame. And do you know what it should have? Speed. A way for the players to get faster if they learn the mechanics properly. Not from just not dying. I think the game looks beautiful, but my gosh is this character slow. The jetpack is slower than the actualy player walking, and it doesn't recharge while airborne? Why? I mean, you could have a small cooldown before it recharges instead of me having to wait on the ground for the warning sign to stop beeping. A restart button would be nice, because I found myself in a lot of situations where I know I'm dead, and I'm waiting to die. At that point just end my misery quick. The first checkpoint timer should just restart when you fail, because it's just time loss to die and then see the timer still going.

I don't want to wait for my jetpack to choose when we're going, I want to be more in control. Let me restart with the press of a button. Let me recharge the jetpack while not using it. Let me choose when I fall into a pit, and not my character slipping on a random bar of soap.

On a real note though this game looks great, and the SFX are on point. Could maybe use calm music or ambient sounds, but the focus should be on how the character controls if people should want to play this game multiple times to improve their time.

GG

I'm guessing this is one of your first games in godot, or first time of engaging game dev, so I won't be so picky. I think this is a great start, and the game mechanics are totally fine, but the camera is a little bit too zoomed in for my liking, and it's difficult to see where I'm supposed to go. I couldn't find the theme usage in this game though? The main menu could also use some more love, but other than that I really don't have any complaints. 

GG

I think this was really good, and the art is great. But the flamethrower ammo system is easily bypassed by clicking with small intervals. I also got a 00:56, but my first attempt overwrote my record on the leaderboard. So I'm still standing at 01:13 visually. I think the game could benefit from more audio and SFX and maybe some objectives I need to reach. Because right now the best strategy is to basically just go up and down. 

GG

celeste the core but made in 72 hours

I feel like the jump is really random, especially when climbing walls. My jump goes up a fourth of my normal jump when I'm jumping from a wall, and the dash just teleports me so it's really difficult to super dash. Why even have the function to backtrack if you just need to do the whole room again to progress again. Many times I felt like I had an unfair amount of time because I don't know this game in and out, and all of the best strategies, etc. The music stopped after a while, and doesn't loop. I think it's too many controls for new people, mainly for those who hasn't played Celeste at all. The stamina bubbles doesn't respawn, neither does the falling blocks. Which makes attempts really long because there is no restart button. 

I see where you're trying to go with this, but a really good thing to keep in mind is one mechanic at a time

I'm glad I played Celeste with a controller