This is such a good idea for a jam game, it's quite simple mechanically but that works in its favour in expressing story and themes and there's absolutely enough there to do that, but by making it so simple you were able to really nail it, and it feels like a very complete game in a way you could only get from a jam game. The music fits the tone perfectly, the calm song contrasts with the chaotic gameplay to make a unique tone that really suits the story.
shmooy
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(Uhh sorry there's some spoilers I guess, I tried to write around it but there was only so much I could do) The first wildcard is a really funny game mechanic, the imposed time limit, the "whee", and the loudest explosion I have ever heard in my life combine for a truly unique gaming experience. My only complaint is that I possibly would have made it a random wild card rather than making it always appear first, only because I think the fear of the snail appearing could be really funny and chaotic in its own way, rather than the inevitability it currently is. I do get wanting it to appear, maybe randomizing it between the first couple would work?
It's also pretty funny that one of the wild cards is another one of the potential themes, unfortunately I'm not good enough at match-3 games, particularly on a time limit, to be able to conclusively say there is only one but I'm pretty sure. I did find it a bit difficult generally, but I still had a fun time!
A puzzler game originally created for Brackeys Jam 2020.2, updated with new levels, bug fixes and more shmooy.itch.io/syncrobot
I was playing around with the Dialogue System and noticed that the box messages don't switch to controller inputs, while the bubbles do. When I dug into the code, I noticed that there's a function in the continue button for the bubble that is not in the box. I've copied that code over, and it seems to work. I have tested it a bit, and I'm pretty sure that fixes the problem.
Hey! Thanks for the feedback! I used the wrong audio option, so that's definitely an issue. You're supposed to position it where you want the sound to be coming from, but that's not at all what I wanted. I'd definitely also add some sort of remapping, as a lot of people had problems with the controls.
I like the idea! So many games just kill you when you get hit by an enemy, so it's nice to see a fresh take on that. The rewind part itself was clear and well executed. I found the character a bit too fast and the jump was a bit too floaty, making a weird sense of not being in too much control, which sucks since the levels require so much precision. Overall, great job, and I'd love to see more.
I would have liked a tutorial of some sort to teach how the game works. The first level feels unreasonably hard, and you finally get the bomb near the guy and he throws it away. I feel like there should have been one guy who didn't throw it to make it more approachable, and then add the throwing and introduce rewind.
I suck at bullet hell games, or even just games where you're getting shot at in general, and couldn't get past the first enemy. However, judging by the other reviews, that was a me problem and not a you problem. Looking at the description, it does technically fit the theme, but it feels like a bit of a stretch to me. Other than that, I can't give much useful criticism, since I suck so much at bullet hell games that I don't play them very often, so don't have much to compare it to.
This is a very interesting concept. I loved the first few levels, but the King Kong level was a bit too hard, and felt like too much of a step up. We'd never had to move a box before, never had to fill a pool before, so it would have been nice to have had experience with those things. Obviously with the time given and the amount you did in mechanics in that time, level design wasn't your only concern, but it's the thing I would think about spending a bit more time on if you do release a post jam version, which I would love to see. The one other problem I have is with the box on that level. It would occasionally fall through the crane platform, which made the level annoying. Other than that, I love all of the other levels, and that one just felt a bit rushed. Great job!