Very nice. Trans pride
SpiderwebManor_Games
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All y'all's stuff looks great so far! I don't have anything to show really, mostly because I'm considering scrapping my original plan. I don't have a lot of time between now and when the jam ends so I've been trying to just make a small project, and the one I was working on seemed to be too high of a scope.
Well done, this was really well made! Easy to understand premise, but had a lot of strategy, and you were able to dissuade people from just spam-clicking the button to win by making that not the most successful method of play. The game looks great, and plus I'm just a sucker for fireworks.
Only nitpick is that there should be an option to quit the game in-game once the player is done playing, since I had to press the window's key in order to get out. But this was well done overall.
I liked the random modifiers, and the occasional bombardment of smiley faces and their effects on enemies (even if I fully didn't understand why they were there). Only thing is is that eventually I fell into a system of spamming the spacebar in order to get rid of enemies, so some extra strategy put in there would benefit immensely. Another is that I didn't really understand the purpose of the slider in choosing the different modes, since later on you had an option to just click on certain battle stages (after you died in endless, I'm assuming they were for powerups). That, and when I tried to get out of the endless mode, where I started, to go try some of the battles, the game crashed on me. The premise and the art style were cute, and the game was certainly addictive. Well done.
The game looks great with a premise that's easy to understand. Only thing I'd improve upon would be to put some form of lose mechanic/challenge in the game that could cause a game over. Possibly a case where if the sputniks collide with the planet they would cause it damage, or if they collided with each other they would explode (wouldn't really be a game over case, but would be visually interesting to see).
One thing I'm confused on is the purpose of the arrows. When I first saw them I saw them as a way to indicate where the thrusters on the sputnik were located. I realize now after playing for a bit that this was actually the direction the sputnik was going to go once I pressed the spacebar again, but the way it was presented definitely threw me for a loop. Perhaps maybe some indication on the little tutorial given beforehand would be helpful for that, or just make it look more like an arrow.
Apart from that, the physics done for the sputniks in relation to the planet was very well done. I saw something earlier about someone mentioning the sputniks still being counted after they leave the game screen area, but I didn't see that as too much of an issue. Vastness of space and all. Great work.
The UI for the game itself is nice and the premise itself is easy to understand, yet leaves a lot of room for more challenges to add on to the game. The only thing I was confused on was just how was the mood being improved in the first place? From the sound of gas and the effects that happened with the press of the button, I feel like your just pumping the room full of laughing gas, which I guess would explain why the people wouldn't be so productive if the mood was too high....
This was interesting so nice job.
Yeah I should've made that more obvious. There is actually a system to it. Basically, when you hit something you trigger a method that uses your earnings to give you back health at a rate of 15$ per one thing of health. However if you hit something with earnings below 15, it wouldn't do anything because it was below a one health heal.
Also you'd lose 3 lives per collision.
Thinking about it now a visual way of putting that in would helped to make it more understandable, rather than just an audio cue.
Thanks for the feedback!
Not bad for a demo. I liked how much detail you put into the scenery, and I could maybe see how some things could be applied for the final games lore/gameplay (such as the fountain at the start). As well as that, the speed of the character and the jumping felt grounded and controllable, which is a plus. Only thing I'd add, apart from just, more, would be a way to get to the main menu from the game since I had to press the windows key in order to escape. Knowing that this is just a demo though, you're probably already going to add that.
Look forward to seeing the finished product!