I definitely hope to do a more fleshed out version of it. Now that the results are in, I will try to finish it and put it on here and on GD. Thanks for your comment. Up to the next jam. This one I had too little IRL time for to properly finish. Delivered it 2 days prior to due date. haha.
Smilebringer
Creator of
Recent community posts
We are officially a team of 5. We all spend some time on day 1 and day 2 to figure out the concept. After that the weekend was over and we went back to work, some of us have kids at home too. So the total time per day was maybe 1-2h for 3 out of 5. SFX person made sound effects on day 2. one of Art made 2 animations for the character and for the load screen at day 2.
So in the end it was just 3 people working on the game towards the end-goal. Art person created another nice piece of drawing for our game as well as artwork for the logo/opening screen / menu. I've reused that piece of gfx everywhere here on Itch.
Most hours I would say were used by me programming the game in GDevelop. A good amount of time also went into the Music design by my friend in music.
With a lot of days where I didn't feel like doing much or got stuck on a functionality, I think in total we used about 20 hours. The game is far from finished.... really just a prototype. But we do have plans to finish it sometime after the competition is finished.
Awesome feedback! Thanks.
I would say the cheat-y bit is that I have been a programmer for years upon years, just not on GDevelop and just never did a Jam.
You would probably see that in a heart beat in the way I programmed :) (I hope lol). It's pretty object oriented, though it can still be more optimized.
I wish I understood how to do the 'zoom in' on the player better.. it was one of my questions at the start of the competition on the GDevelop discord. I struggle with the camera zoom vs layers. I did a zoom on the base layer, and my UI layer completely broke. Then I did it on the background but that broke everything else. It was frustrating and in the end I decided I rather have a working game, then nothing at all, so I just skipped it. But yeah I need to get that technique fixed. I want to fix this game with a newer version later, or on a separate publish, no idea how to deal with that as this is a Jam version I don't want to ruin. It should stay the version it is on the jam. So maybe republish.
Also in the last bit I tried to limit the chicken in the screen, but it totally was ignored by the logic. Not sure why. I toggled disable those lines to not cause trouble.
We can talk about it on Discord I suppose, but essentially I wrote this: if chicken.positionX() is greater than maxwidth (etc) then set chicken.positionX() to maxposition on screen visible. It just kept going beyond.... no idea why.
The transition screen is a good idea. Another would be to lock the controls. It is what me and my wife also discussed afterwards. This was the sole reason, you were still moving forwards while the chicken was positioned down on the bottom at Y525. So you let go, but you already moved the chicken to 500 or something and you collide in the first car.
I'm definitely looking forward doing more with GDevelop and will probably get my buddy to join next time.
wow really cool game, nice graphics. I like that style a lot. Looks kinda simple and kinda it's not. It's like a papercraft game. Also this game was pretty difficult haha.. so little time to find ghosts to capture that I can use for the weapon. Neat. Yeah I also got confused with the controls at first. Didn't manage to win the game haha.
Good game and gameplay and visuals. Indications would have been nice and on PC it was uncontrollable really, but as it is made for mobile phone it doesn't matter. Though I couldn't see the zombies on mobile so it was impossible to play for me on mobile. That might be a screen size issue. Not sure why my mobile phone does this, as I got a very big mobilephone really. Could be something to do with GDevelop not pushing it to change orientation to my device somehow.
Very cool game! Just a bit buggy around when you start donating, I couldn't get back to the game after donating, so I decided to replay it but then not donate until I have collected a lot of money. Read that some managed to negative donate haha.. that is stuff you learn about bugs during a lot of playtesting. Hope there will be more developed on this game later. It didn't work on my android mobile phone (couldn't click on the buildings, it just moved my map off my screen by every tap) but it worked fine on my PC.
This game was really cool! Good design, simple, but very surrealistic if you think of it, suddenly my own finger became the hero!! weird, fun, original! Good audio, visual etc. Enjoyed that! Was only on mobile, but that was the whole purpose of the contest! I noticed why I couldn't get past the registration.. smilebringer is longer than 10 characters hahaha xD, so when I typed smile it was fine.
Hah this was fun! I will play it on mobile for faster response, as on desktop I missed half of it due to scrolling. Not a complaint, I am just trying to play all the games that I didn't yet, as I am rating all of the contestants as well as commenting.
Cool with maths! Great way to go on a leaderboard haha otherwise pretty simple in design.
yeah figured it now, but it didn't work on my phone, it went on portrait mode and I couldn't force it to go landscape either. Strange. Couldn't see the entire text nor the button because of it. My mobile phone can easily play at 1920x1080 too (or 1080x1920). On PC it worked fine though.
Game was very enjoyable, though I feel that the "robot?" flies very fast, I am constantly pressing the down key to be able to shoot or pick up rocks for money. Managed some highs core still and am on the leaderboard (yay!). I like games where you can upgrade and get further. Really nice concept game and would love to see it get developed further. Can become an excellent casual mobile game.
I liked the game. At first I didn't know how to shoot. I find twin stick pretty difficult, especially on mobile, but that's preference I guess. I mean it depends. In Diablo or Genshin it's no problem with double the controls, so it's maybe something to get used to 🤔
Fun game for this jam. Good music and sfx. Would be nice with more variation and maybe easier pickup of coins.
Nice game concept.
I chose the first enemy. A ball as weapon and a ball as player means I don't know who is who.
I could just stand forever on the side of the shooting direction and rack points. Or get hit and rack minus points. As concept nice but as game nothing really to play yet.
Sound was there and special effects too. As tips for gamejams:
Keep things simple and get the game elements working first, including the theme, then focus on polishing the game if you got time left.
Nice entry though!
Fun game! I was a little confused about double controls at first. The purple friend disappeared quite soon. When enemies came, things were more obvious on what to do.
Yes, the game needs more polish, but it's a good first concept and jams are small in time.
Btw congratulations on posting 49 SECONDS before deadline 🤣😂
This game is super well designed! Wow! Casual, best score wins, so replayability. Good music design. Login worked fine. It's a bit buggy on mobile phones because popup blocker. Not your fault, GDevelop needs to implement the authentication better.
Chill. Made me want to play it repeatedly. As a matter of fact, I'll bookmark it 🤗
It's mostly a chance game of throwing dice. It's ok, but it's then all about luck in the dice and not so much a game in my opinion. My opinion is though not a valid gamedesign criteria, so
My gamedesign eye will focus on the design of your game you submitted, so I'd like to comment that it wasn't obvious at first what to do or click on. Once I clicked somewhere (and lost) it shows a replay button in the bottom right corner.
Corners on mobile devices are bad places for buttons, because of the different designs of touch devices. They don't all detect touch in those far edges. Also on the sides of the screen are often the swipe gestures programmed by the device software, so in gamedesign terms we are best to place buttons more towards the middle of the screen.
Nice game, fantastic graphics, nice music. Did you design the music yourself or find some good royalty free music?
Loved the game. Only one thing to remark on: after a while the enemies stopped spawning. My gnome is still running there somewhere 🤣 had killed 34 enemies but couldn't die so no highscore recorded 🤗 all good fun though!
Great game and design!
Audio design good with change of pitch. Music..... 🤪 It stays at least true to certain retro games where the music isn't the strong factor, but that may be the purpose here 🤣
Nice background effect too! Loved the game, just the music... 🤪
Oh and as the buttons aren't multi touch by cursor, I had some difficulties with the controls at the beginning.
The increase in speed is slow in the beginning. In the end it's impossible to reach a star all the way left and then all the way right, so depending on where stuff spawns, some will get a higher score than others, but I had that same problem with my random spawner of items to pick up in my chicken game 😅
Was definitily confusing at first (especially without any form of instructions or tutorial or storyline, which could have helped that (and since you submitted over 7h before, you had plenty of time to do so 🤗) but very very good game design otherwise. Great graphics, audio design, implementation of the theme and really nice special effects when changing position in the leaderboard!!
I would say your group is professional or from some gamedev school haha and it looks like you've developed before on GDevelop.
Overall a good game and good job, minus the confusion over what to do then..