the physics implementation seemed a bit unintuitive, but other than that, a pretty decent take on the genre, good stuff!
ThatAmuzak
Creator of
Recent community posts
Was really fun! I can't imagine setting up the logic for this was the easiest thing (although I'm a unity dev, don't really know how unreal works), but still, fantastic job! Had this super cathartic moment as well in the middle, when I got a blue and green powerup together:
All in all, very fun and a great submission for the jam as well!
The idea is pretty unique! The others have commented as well about the requirement of coyote time, because it's hard to judge distances and jumps in 3d. The alternative simple fix would be to just make the colliders of the platform bigger than they appear to be, and the same goes to the player. Other than that, pretty solid game!
I liked the concept and the implementation, controls itself seemed somewhat fine for me at least, but the part which threw me off was how so many sections had the colour coded rails on the opposite side. The level design seemed challenging enough that if you didn't keep control you'd bump into walls regardless, so those inverted sections just made things harder. I think having them on the same side as the intended route would make for a much more cathartic experience, and it was there in one or two sections which was probably the most fun parts of the game. But maybe that's just me, other than that it was pretty fun to play!
This was amazing! I think the first run is a bit confusing, and like the others pointed out the restart is a bit glitched, but I got a pretty great run second time round when I had an idea of what's going on! The tutorial being built into the gameplay was also awesome. I think the ending part was a bit drawn out, maybe the health on the cactus could have been reduced slightly, but other than that, this was one of the coolest games I've seen in the jam so far! Amazing stuff!
Yeah I always intended for there to be some choke points, but only after the jam did I figure out they were took good. I wanted it to be more of a temporary stopgap where it can be placed for a bit while the player handles another part of the map, but yeah, hardly got any play testing done. Glad you liked it!
Glad you liked it! That bug is strange, one of my friends who played it found the "optimal solution" for running the game forever got like 350 seconds before he manually quit. In any case I'll check it out and see if I can replicate it. Any specific tower that stopped shooting, and at any specific position?
Incredibly well polished, and great feeling to the controls! Although that sometimes made the level about just getting max speed and blasting through with the correct angle. But nonetheless, a very very solid game, with a lot of good qol features like the level select and the persistent trails. Incredibly fun!
It's not my graphics lol, the kenney jam necessitates that we use assets from kenney.nl, so that's all I did. The only difference was the slight colour correction and glow on the bullets. The difficulty is definitely too much, especially given that you can't upgrade the towers, and I unfortunately ran out of time for that. More levels and upgrades for towers are next on the agenda if I get back to development on the game. Thanks for checking it out!
I'm glad you liked it! I couldn't really spend as much time on the jam, and that shows in the lack of depth in the core gameplay loop, along with the difficulty, but the idea was that the enemies would eventually overwhelm you anyways. I'll try and work on upgrading towers down the line if the game gets more traction/feedback. Thanks for playing it!
My god that's cursed in the funniest way possible XD, I don't think I'll have nightmares anymore on account of releasing it all fighting kitchen utensils! The game is a bit difficult, and that's easily fixed, simply have the spawning rate of the enemies reduced to 50% on the opposite side of where the player is facing. That and reduce the cooldown on the fire rate, because sometimes I'd turn but have no time to fire because of the cooldown from before. Ideally make it as long as the turning animation takes, so that it feels smooth without the player being able to spam it. Pretty interesting take and a great game!
Solid submission! I think the only issue I had was some of the levels seemed inherently unsolveable. Now that could just be me, but if the level generation involves having a solution then rotating 6 sides randomly, then it needs to be made simpler. The solution won't be so apparent each time, and so maybe having 9-10 matches and then shuffling would be a better approach. Nonetheless, a very clever game!
This was absolutely fantastic! I had discovered the main trick accidentally before it was subtley introduced, and I thought I'd stumbled upon a glitch before I realised that was the main mechanic! Very nicely designed levels, although there are ways to bug and glitch through certain parts. The art aesthetic is clean and fits the theme perfectly too! This is easily the highest I've rated a game this jam!