Thanks! I noticed you already played like 10 minutes after making my post. Thanks for checking us out!
tfx
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Checked it out! Very, very nice work! Also, handsome palette if I do say so myself! :D You can check out my game here: https://itch.io/jam/gbjam-11/rate/2279572
Excellent game! Really, really like the nods in the opening sequence (and the rad splash screen!)
The music was on point and the art is absolutely gorgeous! The backgrounds were setting off my dithermania. Very neat combat mechanic and some nice, intentional level design to support it (some of the setups with the floating medusa-type enemies felt neat to re-approach and go "oh, that's why that ledge is there").
Also, wow, what a stacked team. Great job to all involved!
Surprisingly deep game! I like the enemy variety and the "help" (Gradius-like Option). Really adds an interesting layer to an otherwise simple concept.
I appreciate the way the rotation works. It took a few moments to get used to but I like it a lot more than something like Asteroids - no inertia lets you be a lot more intentional with how you're navigating all the bullets/enemies. Also, the persistence of upgrades between playthroughs/game launches is really nice.
The button map is a little bit awkward and I found myself pretty unsure of what button was what in the menu. E.g. the rotation button, which I'm holding for a decent amount of the game, suddenly sets me to the exit/negative menu option.
Otherwise, really neat game!
Very neat puzzle game!
Having all the multiple exit points and neglecting them (or their specialties) put me in a few of those "hmm..." situations. It reminds me a lot of some of the feelings you get from playing 2048 where you're responding to blocks just popping up, but now with more risk vs reward.
Very cool stuff!
I really liked this experience!
I think the introduction of ranged enemies on the cliff tops was done really well, especially with the stage that served to show that you can shoot on top of those (I was interested as to why that was the case and then went "ah ha!" on the stage directly afterwards).
I noticed that the cursor disappears if you're in the bottom 30% or so of the screen, but unsure if that's just HTML5 canvas issue stuff or a general issue? Tracking down web export bugs is the worst but it may be an issue with viewport vs resolution size.
The ending reminded me of the ending of Toe Jam & Earl which is one of my favorites, so thanks for that smile!
Thanks for playing! Size 600 is where things get weird.
You can indeed feed the monster! The tops of the each zone by the fences are where you feed him - roll your ball into the little zone and he'll vacuum your food away. We found out after putting everything together that > 600 meters is too chunky to get vacuumed, haha
Definitely a cool take on growth! I guess I had an evil streak and was wrecking my planet until I realized what I needed to do, haha. Trying to get some of the slow moving masses to collide with targets was super challenging.
One thing I might suggest is turning down the volume of the SFX - the explosion was deafeningly loud compared to the music and actually spooked me the first time it happened.
Nice little Pac-like! I didn't grab my score before I closed my tab, but I definitely got most of the board cleared.
The controls are a little strange but I see now reading some of the responses that I just need to be a bit more definite on my input. Would be fun to see AI in the game - do you think you'll make it similar to Pac-Man/Ms. Pac-Man ghost AI, or try something different?
Very, very cool idea. I like the idea of not having much read ahead for what's coming next, almost like a rally game where you're going off of co-driver notes (though I guess that's read ahead?) The sharp turns were absolutely evil.
This has unlocked an ancient memory - I remember playing a flash game, probably around 2002-2004 that was similar. I think it might have been hosted by LEGO and technics themed: you'd choose a car and pick from some stats and then drive a course to a checkpoint where you'd choose the next leg of your trip. I think the tracks were somewhat procedural.
I almost got to the level at 7k and then had a very bad streak of luck haha.
Very fun little game and awesome that you included your kids! I hope the jam was a good experience for you all.
The game itself reminds me of Spy Hunter. It definitely would be cool to see more of this, maybe with some extra features!
Nice little game!
As seb46 wrote below, you might consider tuning the hitboxes to be a bit tighter. For example, maybe pull the spike hit box in from the sides so that you can't run into it (big metal spikes only really hurt when you fall on them, right?).
That being said, I hope you had fun this jam!
Hey Jasper! It's tfx! This message is coming in super late, but I hope it finds you well. I can't remember if I actually put this on my sound cloud or not, or if it got shuffled around, but I actually have it up on my bandcamp! You can grab them there for free (just set 0 as the price, or listen to them in the app/website!).
We've got this report a few times, and we think it might be related to the way the web build is interacting with your browser and hardware. We have release a Windows build that a few people have mentioned cleared the issue up, so if you'd like, you can try that!
If you'd like to, if you could message me your browser/version, CPU/GPU, and whether or not you're using hardware acceleration, that may give us more information to test our builds with in the future! Thanks~
This turned out pretty well! The game looks really good, and controls well enough.
This is all coming from playing by myself, but standing still and shooting is a bit tedious when you're trying to clear waves coming out of a spawner.
Something else that caught me for a few moment was selecting a character. I use a keyboard, and I didn't realize that the numbers were corresponding with my keyboard to select my character. It might be worthwhile to unify the controls so that pressing up/down/left/right on a keyboard is equivalent to using the D-Pad that was shown on character portraits, and you can simultaneously de-clutter and show more of them.
Additionally, I may have missed it, but I feel like I picked up probably 8-10 small keys, but there was no indicator for holding them like the big one for the boss doors - what exactly were those for?
Cute little game, this is the first time I've seen something made in Play Canvas.
As for controls - they were pretty rough. It might just be the camera angle coupled with the rotation, but it was pretty hard to jump towards the camera, when I was coming back from the far end of the ice blocks. I don't think a platformer is the best place for tank controls. I did get a hang of it after a while, but, it was a wild ride.
Wow, I hadn't even considered a non-video game as a project idea for this jam. Kudos on thinking outside of the box! It brought me back to spending plenty of quarters at my local pizza place.
I'd like to see more boards with this engine too, but I'm not sure how much I agree with the bottom flipper placement. Maybe that's just because the left gutter ate all my balls ):