Just a thought, but to accompany the sandy nature of the game, timer should be presented with a hourglass instead.
Sopuisasopuli
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It depends of the scope of the game.
For "bigger projects" I usually go with C#/.NET and Monogame. Smaller/jam games are done with TIC-80, since it can export games to Javascript/web format.
Low-level stuff is usually done with just notepad, compiler and emulator.
Game Engines are usually just a Game Jam thing, but I'm thinking about trying Godot, since it's license allows complete freedom for development.
Graphic stuff is often done with Gimp and OpenMPT for audio (I suppose this is somewhat an outdated method, but I like it).
Took me a few tries, but managed to beat the last mission. I liked, that some of the mission names were related to areas in the nightclub. It helped to create ideas about the layout of the club. Flashing screen obviously emulated the lights at nightclubs ;)
Surprisingly "@" -character was an "enemy" here. A lot of games of this kind usually have it as a playable character (NetHack, SpurguX etc).
Looks like a fun game and a commentary about our society (:D).
Also, the game reminds me of an old PC game called "Mall Mania"
Probably something in Game Maker in 2006 or 2007.... or 2008, can't remember. It was something about moving a bear around (which then got 3 sequels).
Most of those games were short and simple, only having a weekend of development time. For resources, I used evything that Game Maker offered (I really liked the explosion animation) and what I had collected from the internet. I suppose these games are in a CD somewhere... Waiting to be remade...
For other earlier games I used a programming language/engine named "CoolBasic". Made couple games with it until I moved to more modern/advanced tools. It was a nice way to learn more programming, but as a game engine, it's kinda outdated. But you should try it anyways!
Nice presentation. The shadow/fade effect used for moveable objects made me wonder, if actual 3310 games had similar effect (should use google now). I'm pretty sure those had, but remembered it after playing your game. So far this seems to be the only game (I remember/played) using this effect so good job there. Pretty nice homage to Space impact too.
The teleport/falling mechanic was introducted in a great way which kinda reminded me of VVVVVV.
There was a few "leap of faith" moments here and there, but nothing too unfair, thanks to unlimited lives. The music and sounds were also nice to listen, but felt more of something you could hear from NES games.
Care to share some details about the playable character's head? Are they wearing a hat or something related to teleport/falling ability?
Yeah, that is true. I decided to do this game for this jam particularly, use the theme or not.
As for the theme, I could have implemented something that happens when the timer runs out (=death) other than directly going to the game over screen. Maybe clearing the screen and allowing to continue game, if enough blocks would have been present on screen?
That way, the block swapping mechanic woundn't been necessary. I just got too "limited" to my current planning for the game, really.
Anyway, thanks for playing!
An unique take on Bomberman style game. In fact I got first a bit confused about the game machanics since I was expecting to be playing a Bomberman clone.
I liked how each level was randomly generated even if you got game over. It added some replay value.
Are there any powerups, you could find behind the breakable walls? I tried to bomb most of them each time, but couldn't find anything. A detonator, extra try or more fire power would have been helpful.
Also, the game needs it's own theme, similar to NES Bomberman ingame tune.
Never played the original, so this was a nice introduction to the game, at least for me.
However, it could have used some sound effects. Also the original game had more levels while this version has only one(?).
Found an easy way to defeat the opponent by making a angled shot under the lowest cactus ; )
Haven't played much of the games this type, but the attacking felt really confusing. Even when I felt that I pressed the button on correct time, nothing happened. Also, you can only attack if moving right making it even more confusing with the small game area and strict controls.
Perhaps I just need more practise.
The music was really cool, though. Maybe the sound effects were a bit unnecessary since all the focus is on the music and it's rhythm?
Probably the most accurate presentation of all jam games. Adding the smudge/ finger marks on the screen was a nice touch as well, making the immersion even more accurate.
Took me 24 birds to complete as I messed around trying if I could fly over the walls (you can't) and so on. As a game it could get boring, but showing the progress at the beginning should keep players motivated.
We had something similar in our school's sport day long time ago in early 00's, where we would throw old, unused phones to the mobile phone shaped target and get points based on the position where the thrown phone hit (for example, 8 points if you managed to throw to the button number 8 on the target). In fact, that would have made a great jam game.
Anyway. a Simple and fun game with accurate sound and control presentation. Managed to make multiple scratches with a end score of 386. Kinda reminded of that old Yeti Sport game where you throw a penguin and see how far it flies, with a help from walrus(?) animals similar to the bombs here.
Nice game. I was first a bit confused what I was supposed to do, but then found that exploding multiple enemies at once was really satisfying.
However, consider adding additional action button besides SPACE, as pressing it always activates my browser's scroll bar. I could play the game on other browser or change options, but I'm saying this as something to consider.
Background music is an obvious note to times when our parents got angry for playing those "beepy ringtones" from our phones. (Or that was the first feeling I got from it). Also, the game loaded much faster compared to other games with similar size/amount of content, which is always a good thing.
Interesting concept. I liked the method how to eliminate enemy game pieces and how the dice number affects to the score. Enough extra lives was also given for a number change. Still, consider adding a number changing element without depending on dying as it would make easier to avoid dead ends and game over.
Some bugs were present during the gameplay as the game would freeze for a short while randomly and each time when enemy fires. On the level 3 (after the first teleport/bonus level) you could get a dead end with the shootable wall. My dice number was 2 and the wall had 1.
It was definitely a killer app for me, as I played Quicxo on my old Nokia 3220 phone much more than any other game.
If 3310 version would have existed, I believe it would have been similar to the Siemens version, which I never played nor can't find any information about it besides image of it on Sumea's old website
Addicting, enjoyable and soundwise accurate game. Also an inspiring game, really. I assume that this game uses actual 3D graphics, but you managed to make it look like something that could be achieved with real 3310 or hardware with similar limits (with some programming magic/optimizing of course).
It's just giving new ideas!
Well done.
Fun game and an accurate presentation with the sound effects, main menu and gameover screens similar to the actual 3310 games. I also liked the implementation of numpad controls to make the game feel even more of the 3310 game!
The games speed could have increaced faster as the game felt a bit slow for too long. But maybe that's just my problem, though.
Still, a great game. Played it for a while until got caught. I might play it later again just to see if there's more content to find after certain number of points.
The title screen reminded me of Bubble Ghost : )