Smart ! Love your application of the theme, reminds me of a game I made a couple years ago too hahah, well done.
ThatGuyEsso
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Nice mechanic, I think the puzzles would be a little more approachable if the reflect tangent was always at centre of the mirror. I know physically that doesn't make sense, but I think the beauty of this type of puzzle is finding out the order of mirrors to hit rather than having the skill/precision to hit the mirrors in order and the right point.
But I thought the ga e was overall very creative well done.
Really nicely polished game well done, very good platforming feel and I tell you spend a lot of time crafting the mechanics and levels, as they have a nice flow almost rhythm to it.
My nitpicks would probably be to add a jump buffer so there is a second or less after leave an platform you can still jump. I think that would improve the overall feel.
Cute visuals,
Fun idea, I think for a jam game you probably wan to air on the side of making the game a little too easy that too hard. I get it making a tutorial isn't always with in the time budget, so making it easy to play lets people get the idea more easily.
I wish I had a little more control of where I can place the turrents, and there wasn't friendly fire as I got kiled by myself a bit XD.
But definitely a really solid idea visually appealing game there.
Well done.
Best game contender here,
1) Amazing polish
2) Clear vision that was executed really well
3) fair difficulty
Really creative use of the geometric shape theme with the gun and the count down, I like how instead of using the basic dash you have a jump instead.
Good enemy variation too
All in all a really solid good looking and sounding piece of work.
Great submission, easy to understand, good music, and fun premise.
If you were to develop this further I'd look to tighten up the controls a bit more as the jump feels a bit floaty,
And since you're already displaying your number of jumps, why don't update the text with the number you currently have.
This could be a fun mobile game well done.
Hey well done on subbing,
Your game had easy to pick up and intuitive controls , you know quite quickly what to do. Took me a little while to find my ship though.
the clear wasn't all to clear to me until I read the description, so maybe one way to better tie in the theme given is to add a little bit of narrative exposition at the beginning of the game or during the game.
The sound effects gets repetitive quick so one way to reduce this is to randomly shift the pitch of the sfx by 5-10%. it's subtle but does a lot :)
Good job
Cool concept, I like the tilting of the ship when moving.
There is no real incentive to ever turning your tractor beam off, so maybe add some sort of charge bar that needs to be recharged giving you a reason to pace it.
Or even better imo have obstacles that damage your ship if you suck up like rocks, or bombs.
Thanks man :)
- For animation I used Unity's 2D animation rigging package (as art is my weaker area) which makes it a lot easier for me to animate as I can use key frame rather than frame by frame 2D pixel animation
- The set up can be a bit tedious though as you have to separate your character into layers, rig it, and in the end of the day it's still animation which is always hard to get right.
- Wanted more weapons to be honest and wanted you to be able to cash your weapons in at the skull too if you wanted to. for more points (adding to the collection theme) sadly time is finite.
- Combat and movement was definitely something I wanted to work a bit more on, as I really like simple but scalable combat system. I released this game ( Acquisition) with a friend 2 year ago. and what I achieved with the combat and movement there I was very happy about. As it was simple to learn hard to master. Where as for this jam it was both hard to master and learn.
- For enemies I had planned to have one main type, but then have the weapons they are holding dictate their behavior. Essentially every thing player can do the enemies should be able to do too, so the player has to adapt to their equipment. Had a ranged weapon and couple different melee type in mind. but again time.
- Progression would had been nice, but I think I kinda went for an endless ararcade like kinda game for the jam. If I was to develop it further I'd change it up a fair bit I think.
Appreciate your feedback thanks alot :)
That's the cool thing about jams, if you think your game has potential you can always keep working on it.
I get your feeling with time, had appointments all of the Saturday morning. and Work on the Monday. Definitely wish I had more time.
if you do find some time would you mind playing and rating my game :)