Thanks for the explanation! Nicely done, the transition is seamless ! :)
Scriptopathe
Creator of
Recent community posts
I definitely like the vibe of this game.
I don't know how you managed to do it but as the perspective seems a bit odd it gives a mysterious feel to the house. The effects with the light are very cool, and the infinite corridor trick was nice! I wonder how you did it (teleporting back the player?) ?
Also the narration is cool (and the ending lovely) ! :D
I had to check the screenshots to understand, but the idea is not bad at all!
However I think that some little things could improve the overall vibe of the game:
- A skybox with a nice sunset and some rays of light and then you nail the automn vibe! Your visuals are nice but it lacked a bit of something =p
- Maybe put a bit of a wide reverb on this piano to make it sound less dry haha. Not to hard to do but improves the feeling a lot ;)
Everything is good with this game. It was a very good idea to make every "level" on the same map, so you can learn the layout faster and find tips for faster routes. The jump mechanic is well thought and there are some interesting shortcuts to take.
It was actually a lot of fun to climb to the first place on the leaderboard (so far ;))
Just finished in 0:28:464 (far from the other scores :p)
The character movement has a lot of inertia in it which makes it hard to control. Next time it would be nice if you experimented other methods of character movement (maybe take inspiration in your favorite platform games, . It is actually fun to implement different stuff and see how it responds! :D
A good inspiration can be this video:
(the stuff about sub-pixels is mostly irrelevant for you because your already kinda work with subpixels in unity).
Good luck in your game making adventures!
Holy bretzel this is cool! I has some "No Legs Jenny" vibes from the last juice jam!
Kudos for the art style and especially the player is ridiculously funny!!!
Found a bug though: a bomb exploded on me in a corner and little timmy got stuck forever in the walls of hell, without having the chance to even die. Sad... :'(
Juicy indeed!!!
But maybe there is too much juice some time because I couldn't understand exactly what happened on some occasions. Also it would be nice if the objectives weren't displayed on the grid you're playing haha
Also, is there a reason the game starts zoomed out that much? x)
It was short but fun :p
The concept is interesting, and the implementation has a good amount of juice!
However I think there is a lack of options to protect yourself, because it didn't seem we could hide the soldiers, or avoid getting destroyed by the enemies from afar (aside from letting the army below us get shot by the gunners before taking up the rest of the ennemies).
My victory cost me 196 men :p
Thanks for your feedback! We were a bit afraid that the story was unclear but seems it worked!
It seems you're not alone to dislike the mushrooms ^^
For the offbeat problem, did you play on Firefox ? We experienced sync issues with this browser when we tested. If it is not the case, do you think some sound elements caused this? We tried to be careful with not putting sounds on offbeat, but maybe we missed something!
I think the base idea of punishing the player on missed shots is cool (and also really suits the theme of the jam!), but the movement is way too fast (i'm always getting into ennemies), and the bullets do so little damage, to the point that a single miss can quickly be a problem: a miss => more ennemies => more shooting => more misses => more ennemies => death x). It snowballs very fast!
I think it may be worth it to elaborate on the concept, with more polishing it could be fun!
I think the game has some potential to be really cool with a bit more content (tower upgrades, more ennemies?). The simplistic black and white art style works well with the background music also.
The waiting time between the waves is a maybe bit unnecessary, as you don't have anything to do during this time.
I think you can have a lof of fun elaborating on this ! :)
Good thing the change of weapon is mentionned in the page because the pistol does not do any damage haha. I laughed so hard after one shoting the monsters with the melee weapon tho!
Fun background, reminds me of my maths lessons !
I think there is still work to be done in the balancing also, they are a lot of ennemies at once since the beginning! (but maybe I'm just bad lol)