You can get more than 1 bird, sounds like you need to give it another shot. Thanks for the compliment, anyway.
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Yeah, it was more obvious in development 'cause you would die as soon as you hit the green part. I only changed where the collision was on the last day to make the parallax tree effect look right, so I didn't have time to come up with a solution to not being able to see where the floor is exactly. I figured it wasn't so bad as it's pretty easy to just not fly close to the floor, but there probably should be an indicator. Thanks for the feedback.
Quite a novel idea. Read the description on the page and that all sounds like it would be a great game, it's a sham that you couldn't implement a lot of it for the jam, but I'd love to see those ideas come to fruition.
One thing I'll add is that having to backtrack through an area you've been through already to get a specific color is not great, I thought it'd be cool if you could stand on a tile that you've already painted and crouch on it to get that tiles color, so as long as you're spreading the colors a lot, you'll have plenty of places to get them from if you need them again.
Anyway, some really cool and ambitious ideas here.
This game is unbelievably clever! The puzzle concept seems so simple at first, but it quickly becomes apparent how deep it can go. I had so much fun deciphering those later levels, and the fact that all of that was made in a week is even more astounding. Easily the best game I've played so far, 5 stars across the board.
This is a great concept, I love the chill nature of flying through space in this, and all the art is beautiful. I will say that the combat feels a little unsatisfying in that I couldn't find a way to effectively attack enemies while also dodging their fire, even when using the boost. Maybe the enemies could turn slower, giving you a chance to get behind them. Aside from that, a great game. I'd love to see it expanded upon, maybe with a more in-depth trading system, or maybe some aliens that give you missions to complete to get rewards instead of trading.
Sorry, I'm designing my own game at this point. My point is, there's lot's of places you could take this, so I say stick with it.
Fun game. Looks really good and the physics are fun to play with. I found it got a little repetitive after about 20 kids, could do with a few more mechanics to add depth, such as moving obstacles (shark maybe?), or even having obstacles in the sky as well, so you have to be paying attention to both the hook AND the cloud. In any case, still a great game as is. Love the music, too.
Beautiful looking game, the environments and the main character's design are all wonderful. I thought at first it was too similar to Jump King, but the addition of the double jump and the ability to move parts of the environment sets it apart. Regarding the implementation of the theme, it's an incredible idea and impressive that you got it working on such a short timescale, but I wonder how impactful it actually is, as I didn't realize it was there until I read it on the Jam page. Either way, it's an ambitious and impressive project for sure.
Brilliant game. Takes very simple graphics and make them look fantastic. Gameplay is super fun. Only thing the platforming controller is missing is cancelling jumps, but otherwise it's smooth and very satisfying to play with. The theming is great, I love the slow-down/up effect when the Entity comes and goes. The mechanic of having parts of the level change each time you play it is inspired. Just a great game in every way, well done.
I like the idea of this. Some technical issues (which I'm sure you're aware of, but just in case):
- The giant only seems to take damage when hit in the middle two toes, not sure if this is intentional, but either way it doesn't feel right.
- Other knights kept pushing me and blocking me in so I couldn't move, resulting in swift death.
- The hand keeps going even after you kill the giant, so even after the congratulations screen appeared, it was quickly replaced with the Game Over screen, which honestly was just hilarious.
Overall a good attempt, but these critical issues drag it down significantly. Fortunately, none of them are too difficult to fix, so definitely keep at it and this could be really fun.
On the design side of things, it's a bit repetitive, the giant could do with a few different moves to spice it up.
Definitely creates the sensation of being chased, which is great. I was initially confused as to what the goal was, thinking I had to go somewhere or find something, but from what I surmised, all you have to do is run in circles for as long as you can, which quickly felt repetitive. Unless there's an element I didn't get, I think the lack of depth makes it a short-lived experience.
That said, I think that with a few more very simple mechanics to add variety, this could easily become really fun.
An interesting idea, but honestly I was very confused playing this, unsure of what I was meant to be doing and how certain mechanics worked, for example, I only realized from reading the comments that holding the mouse further from your fish makes it swim/dash faster, a detail that probably should have been in the tutorial (unless it was and I missed it?).
There were also moments were my shoal would randomly swim away from me really quick and I couldn't find them again, or one time they just all died at once even though there were no predators around. Not sure if these were mechanics I didn't understand or just bugs.
Again, a great idea, but the execution leaves a lot to be desired for me. I'd love to see it developed further though, taking these things into account.
Good looking game, I like the time-management aspect of it. I'd love to see a version where you have a larger world to explore. I also think it could do with some balancing in terms of resources required, maybe you only need to repair the ship parts to finish, and everything after that is bonus points to get as high a score as possible. In any case, a great concept here.
Love the concept of this, and the artwork is great too. If this were developed further, I'd love to see some classic adventure-style mechanics, like an inventory system, or puzzles where you interact with the environment, I think that would really suit this. You could also really take advantage of controlling two characters as a puzzle mechanic.