Thanks! It's made in Godot (Tween nodes are super useful to make things look good with relatively little effort; this project used them a lot).
Snail Rhymer
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A cool idea, and the promise of combining bananas with weapons was very enticing. It'd be nice to see a little more variation in weapons - in terms of gameplay, they generally felt like either melee or ranged with different damage outputs (but I get that making 10 unique and interesting weapons in 72 hours is a bit much!)
Really nice work with the graphics and audio! I feel like a little more depth in interacting with the enemies could have been good (I tended to just move them all into the same corner of the screen every time), but there's only so much you can do in 72 hours. So an impressive level of polish, nice one!
This was a really nice take on the theme! I started off just trying to overwrite the starting path, but had a lot more success once I was properly combining it with what I wanted. The graphics are clear and attractive and I really liked the risk/reward of the Kraken tentacles. The sound cut out fairly early for me (I think after the first menu), but overall a great job!
That's some lovely artwork, nice one!
A very simple checkpoint implementation would be to have a Node2D as a respawn point, then when the player enters an Area2D, you can heve the respawn point move to the player's position. When the player dies, reload the map, but keep the respawn point where it is, and move the player there once the map's reloaded (or you can not reload the map, and have the gamestate stay the same).
There are lots of little tweaks you could add on, like storing whether certain buttons should spawn pressed or not depending on the checkpoint reached.
I'm not sure how clear that is, but I hope it helps!
Somehow I missed that intersections were what made money in the tutorial, so sat watching totally safe and pointless trains for a while. Once it clicked though, it was quite a lot of fun.
It'd be interesting to have incentives to send tracks to particular places to slightly constrain the player's options. Overall though, good job!
A gorgeous looking game, and I really liked the sound design on losing/gaining score. I feel like the item count was a bit low for me, or that some other small option for interaction would have helped, since only ten inputs across a minute seemed quite slow. Overall, a wonderful game though, great job!
A nice idea, but I wasn't really sure how to overcome the obstacles. I managed to half push the queen over the first crate once it had fallen in the gap, but after that she got stuck behind a chandelier in a doorway with me on the other side.
I liked the character you managed to give the very low-res sprites.
A lot of the time, this felt too on theme - the turning controls were so sensitive that it seemed like just tapping A or D could send me two lanes over into a crash barrier and end my run. I think the core idea of narrowly avoiding traffic could be a lot of fun, but I never felt like it was up to me whether I'd hit the cars or not.
A cool idea, and it fits nicely to the theme of the jam. It sometimes felt like the puzzle and platforming parts of the game were conflicting - I'd often know exactly what I needed to do, but each time I missed a jump, would have to restart the level and spend 20 or seconds getting to the jump again.
I like the core mechanic, but feel like it might be served better with more forgiving platforming.
Kerflux is a nice casual game that has you "uncovering" the correct input with audio and visuals - something like that could work well in the puzzling space. On the other hand, it seems a shame to limit creativity by asking people to find a particular solution. But then, I can't think of any ways to keep it creatively open while still having a meaningful goal.
Either way, I loved it!
While it started pretty easy, the last couple of minutes were very engaging. Balancing the water supply and plotting routes for the two choppers so that they could hit fires along the way to their ultimate destination was enjoyable. I think it could have done with some time cut off the early game - I don't think I started losing trees until the last minute or so - but it was novel and fun, nice job!
This doesn't work on Linux and can't be run with WINE, saying there are some missing files.
Often game engines will build a runnable file alongside some other files (maybe a folder or a .pck). Usually all of these are needed to run the game - people usually include them all in a single zip file for download.
I hope people will be able to play it, and congratulations on finishing your first game jam!