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Sword Fan
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Was this made in five hours between all four people, or five hours per person? I like the idea of this game and the wire cutting feels pretty smooth. The explosion genuinely made me laugh when I saw it for the first time. I think the top right part of the HUD mitigates the risk factor and some colors blend in too much though. Great music, by the by.
The ball launching physics are mostly fine and I congratulate you on getting a game out in three hours. The music is really catchy and probably my favorite part of this. Unfortunately, I don't feel there is much in the way of risky decision making here, and it is common for the ball to get stuck. The controls for the bumpers would also be improved by mapping them to arrow keys, IMO. Also I like the font fine, but removing the shadows would improve it. Good luck with future projects, there is some potential here for sure. Also, good job having the foresight to add a reset button.
It seems this game jam has had a common trend of simultaneously giving players a buff and debuff at the same time. This is a tried and true method of adding risk and reward. I wish I had more to say here, but I'll leave with the idea is neat and while I wish there was a bit more to the graphics, Atari 2600 styled graphics make sense. Congratulations on getting a game out in three hours at all since that is never easy.
Great job team! The visuals and audio are very polished, and the core gameplay is amazing for being coded in three hours. The actual premise is extremely unique and I love how satisfying it is to land a shot. I'm also surprised by how in-depth the upgrade system is. If I had to nitpick, I have a few ideas for a future release. More health points would help the balance IMO, as well as a pause button for the shop. Also, the risk does not feel too emphasized since the scanner shows which fish are enemies, but that's only relevant for the jam period. I would love to play a later release for sure. Also I love the swordfish sprites.
This fit the theme very well. It's simple, but gets the job done. I even like the script. Unfortunately, the AI voice is very distracting and I feel like you could improve this with a proper voice actor. Also, the graphical assets can clash quite a bit, mostly the timer which is very fuzzy and even skips some numbers. The actual in-game graphics are fine outside of the HUD though. I like the giant buttons, honestly.
I love the visuals and idea. The tone is set really well. The music is a bit high-pitched for my liking but also fits the vibe. Some sound effects for the menus would definitely help with the responsiveness, but what's there is well-done given this was made in three hours! The setup for the story is great too. Sadly I think the game is fundamentally broken since most of the decision making basically boils down to whether I want to get ten hearts in one day or twenty hearts in one day. I think having one card for each stat per day would go a long way for a 2.0 release, honestly. Good luck!
I love dodging bullet rain in games, so I found this to be an interesting experimental work. Unfortunately, the background kept disappearing, and spacebar kept crashing the game when I tried to dash. Is this problem browser-dependent? If you make an update this could be neat! Impressive particle effects for only three hours of work.
It's always hard for a story-driven game in these competitions. Props for sticking with it and finishing everything. It was surprisingly entertaining to see numbers just keep going up and up. The music composed specifically for this game was great too.
Unfortunately, with over ten hours of development it is hard to say it fits the theme very well, and I feel like some more visuals probably would have helped the experience. As is though, great game on its own merits.
Great idea for a game, and I loved the voiceclips. I was reminded of Papers, Please, which I suppose was intentional? This is probably the most complex game submitted for the contest. Unfortunately, the names being mixed up at times makes it hard to tell how trustworthy everybody was supposed to be, and thematic points have to be subtracted since this was worked on for far longer than three hours. Great job finishing the game! It was funny how abrupt dying to a person with a gun was.