Yes, of course! I didn't invent this backpack mechanic, it's from old games such as Resident Evil 4, and more recently games like Backpack Hero and Backpack Battles have used it, which is what inspired me to make this game. Please link me your game if you end up making it!
Speaker_s
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Very clever but very difficult game! I didn't realise I could clear things until I saw the gifs afterwards, but it seems like it would require some RNG to do that consistently, unless I just completely suck. Since sometimes you'll just get the sizes way out of order and be forced to lock yourself out (reminds me of suika game in that sense). Anyway overall it was a really fun entry :)
Beautiful, arty game with excellent soundtrack choices. The beginning reminded me of Carrion, but then it expanded way beyond that. For me, the controls felt a little stiff, I didn't like how I wasn't able to influence the movement after doing a bite at all, I think it would have been nice to have a reduced amount of force applied rather than cutting it off completely. That's just me backseat designing though, what you have is a really cool, mysterious, vibesy game that makes for an excellent jam entry :)
Nice concept and I liked the variety of attacks you are able to do. I do think a lot of the player's animations are a little stiff and don't really sell the impact of the attacks, and the game can tend to get a little repetitive in the fights as there isn't a resource system/combo system/whatever to keep the player on their toes. I think with something like that the game would be a lot more fun, but that's just me backseat designing. Overall, interesting entry :)
The art and animation are great, as well as the shader for when you're out of focus, everything looks really good. I think the gameplay definitely needs some tuning, I didn't find it too fun to so closely track the enemy's movements, it reminded me of grinding aimlabs. Overall though, it's an interesting entry :)
I was going to make the background pan up with parallax but didn't have it working nicely in time unfortunately. I considered the game fitting the theme because you are "building" the levels for the robot "to scale". And the speed control thing others have mentioned, I need to add that in a post-jam update. Thank you for playing!
Great concept and I like the art. However- it's a bit awkward not to be able to move diagonally, especially that the movement freezes up if you hold two directions is quite unintuitive. Additionally, the enemies spawn in so quickly it's very hard to keep up, perhaps it would be better if they spawned in progressively more difficult waves, so that you are required to defeat some of them before more spawn. Overall though, an interesting entry :)
Really well polished and fantastic art. I will say, it is a little bit too easy to just hug the left wall and shoot anything above you, basically skipping all the timing/strategy. This could be solved with other things falling, e.g. spikes, maybe some enemies, etc. to spice things up and keep the player on their toes. That's just me backseat designing though. Overall, it's a great entry :)
Wow - incredibly well designed, I loved the concept. This feels exactly like a game mark would put in one of his highlight videos for how creative the mechanic is! I don't really have much critique - I'd say backtracking gets a little repetitive but there's nothing you can really do about that, it's kinda the point of the game. Overall, it's an excellent entry :D
Really clever mechanics, fits the theme well and the puzzle design is excellent! This game had the most "ah-ha" moments out of any puzzle game I've played in the jam! The game is a little buggy, but it's hard to make a mechanic like this flawless in this short of a time span. Overall, excellent entry :)
Very nice game, it was fun figuring out which cards to pick, and the mechanics were implemented well. I think it would be nice to have an option to skip the card picks, if I didn't want to choose any of them, however it was also interesting being forced to pick one of them up. Overall, great entry :)
I considered showing the robot's path, however I think that would make it a bit too easy - and rob the game of the fun of tracing the path across the levels yourself using the mouse. This remind me of the GMTK balatro video, how previewing the outcome can sometimes spoil the fun of a puzzle.
I also quite enjoy the "set up and then watch it go" structure to the game, rather than the idea of pressing a button to make the robot take its next move. Perhaps I could give the speed slider a greater maximum for this purpose, or something like that. This is a tricky problem to design around, as you mentioned.
Anyway thanks for the in-depth feedback, I do appreciate it!
Cool game with great polish and juice! The main gameplay mechanics are fun but it can get a little boring doing the same thing room to room, would have loved some upgrades or to be able to get different weapons perhaps, but I understand that is out of the scope of such a quick game jam. Overall though, a great entry :)
This game is incredible, just a mindblowing amount of polish for a game made in such a short time. It's even got a fully animated opening cutscene, absolutely insane. This game could be a proper release if you just added like a bunch more house parts and some more enemy variety. It's really fun! Well done, excellent entry :D
Wow, fantastic polish and juice! The guns and abilities are really fun to use and get around the arena with. I do think the enemies should be different colours for different sizes, it's a little hard at the beginning to tell what size they are with nothing to compare against. Other than that though, great entry :)
Cool concept! I liked the 3 different sprites for the different box sizes. I think the mechanics definitely need some work, picking up and throwing boxes was a bit buggy, as well as the buttons which spam-spawned boxes. If you fix those, it would be much easier and more intuitive to play your game I think. Overall though, an interesting entry :)
Really creative and ambitious idea! I liked the variety of games and the overlapping narrative, it was very well done. Unfortunately, I gave up during the platformer section as it was incredibly tedious to start from the very beginning every death, and I wasn't having fun. Giving a checkpoint in each room would improve that part a lot I think! Also, I liked the narrator, reminded me of something like The Stanley Parable. However, you should know that if that voice was created using generative AI, that is against the rules of the jam. Overall, it was definately an interesting entry :)
Sorry for the delay, here is a video of me doing a jump while holding space as long as I can, and as you can see, I'm not getting the jump height similar to your clip. This is on the web version of the game.
https://streamable.com/pmx9vn
Yes I can jump higher by holding space, but not that high! This bug is usually because of an effect called frame rate physics, where the physics are called every frame but the frame rate is not consistent across two different setups. If you put all the movement code in _physics_process that should fix this, alternatively you can mess around with the delta variable but it's more finnicky.