Thank you for letting me know, I might have built it on the wrong platform and then uploaded the old build again by mistake. I do things like that every so often. I've made some changes anyway so I'll upload them now.
TheLowestByte
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I'm going to start by saying I love this game; Unfortunately I can't rate it because I didn't join this jam this time around. I do have a lot of thoughts about it though
Great Art: It really is a fun game to look at. And there isn't too much going on which is nice when there's that many enemies and xp on screen.
I love the upgrades/downgrades: In particular the downgrades were well thought out to balance the upgrades in various interesting ways, and promoted buying a lot of different upgrades instead of just the best one every time you see it. This is great because it makes it harder to metagame; there's not always a clear best choice even though the upgrades are simple and easy to understand. I almost bought something that would have killed me one time which was an interesting experience. The only thing about them is that I want more of them, It's a three day game jam game but if you want to develop it further I would add more of these because the more upgrades and interactions there are between them the more replayable the game is. (there were no upgrades that increased health and reduces damage or attack speed for example)
Lag: I've seen comments about lag. I never experienced it in a 21 minute long game, but if people are having lag you might want to make the XP clumps have more range to draw each other in. Or make sure that the logic for XP isn't running all the time. If each XP is running code to check for other XP every frame it might cause more harm than good. If so make the XP pickups only check for others to clump up with the moment they appear.
Also I've noticed that XP is often hard to pick up right away which is fine, but consider having them drop red XP orbs or something from time to time that lets you pickup all XP that's laying around like in vampire survivors. You could even make it so that dark blue clumps turn into red orbs if they clump up. (for example 5 light blues make a dark blue and 5 dark blues make a red.) the numbers are something you would have to experiment with.
The flies: There was only one enemy in the game but I like how they had an attack range instead of needing to touch the player directly to attack; This means you need to keep your distance from them in all directions.
I have a couple of suggestions for enemies.
Bees: if you draw a few yellow stripes on the fly and maybe add red eyes you have a solid bee sprite so that would be an easy way to add more variety in enemies. I was thinking the bees could have more damage, range and hp but overshoot you instead of going back to where they were and you can dodge their charge if you have enough movement speed. I was also thinking that if you make them spawn in late game instead of flies you could add beehives earlier on that your player will auto aim at sometimes and destroy if you stay too close for too long which will cause some amount of bees to spawn in it's place.
Frogs: They will leap to places near you but not within their attack range, If you step too close to them they attack you with their tongue drawing you even closer to them and dealing a lot of damage.
In conclusion: This is a great game especially for a 3 day game jam project and you could definitely sell it on steam or here if you add some more enemies and upgrade/downgrades. At least I would pay at least $15 for it if you did maybe even more.
I could fix that by killing your momentum the frame when you land. Maybe I'll update the game after the voting ends.
Edit: my idea up there was a terrible idea, I just made it so that if you're on the ground and not hitting a or d, you lose momentum rapidly, which is pretty much exactly what you were asking for. I also fixed that bug where you slide down tilted logs.
Your trash looks cleaner and tidier than most of what I've seen when I went to a thrift store downtown, it's important to remember that anything can be made to help someone if you just keep it nice. Calling something old "trash" and assuming someone could never use it for anything goes against my morals and hence I cannot pass level one, and will not attempt to.
I am aware, simpler font is a way, but I've tried it, I think it's not clean enough because it was my first attempt at pixel text, and I didn't have time to properly learn typography during the jam, so I used a very rough system for generating text in the editor and then I doctored it up later when it was particularly atrocious looking, it's a bad system. I have more time now though. I'm definitely planning on continuing this game, but it needs a major rework for sure.
WAIT, that rock skip is a real thing?!?! I noticed it was there, and It looked like I could skip that bit with it, but I couldn't get from the rock to the platform above, so I thought you didn't intend for it to be possible and gave up on it. Is there a trick to It? This is the rock you're talking about right?
The confetti is perfect, I love rage games with odd controls so I really enjoyed playing this. If there was just one thing that frustrated me in a bad way it was when the present respawned only to fall through the floor, this didn't happen often though, and you can prevent it by moving right away. Other than that it was a great rage game.
I'll try this in the editor, I was definitely struggling to get colors that made the text more readable. I'm thinking it's possible that the text itself is difficult to read. P.S. I made the cards look darker, and changed the background color, it won't be on the site until the voting ends, but what are your thoughts?
Accurately conveys the same feeling of frustration you get in real golf!
5/5 golf experience.
Not many mini golf video games are this difficult, the ball in most of them is easy to aim at and hit. I like the added challenge of the fatigue mechanic, because it makes every shot feel different, even if I'm trying to get up the same darn hill every single time.
Thanks, I definitely feel the same way, during play testing I got really really frustrated sometimes when Snowy started to fall back down the tower climb. Which I took as a good sign, because I love making rage games, or at least difficult ones. (Maybe they're more fun for me, the one who has to play test them over and over.) I can imagine sounds for hitting walls would really improve the game, I just didn't think of it.