Art style is very cute, love the concept! Got stuck in level 2 when one of the baby kaijus stopped moving after the snorlax looking fella but with some extra time I'm sure those sorts of bugs can be fixed. Great game!
Timtanium707
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Nice cute! I got 25 capybaras in 15 meters. Great music and visuals. One thing is that the gameplay feels a little slow, I think either the character should move faster or the obstacles get harder to dodge more quickly, maybe some obstacles requiring low jumps by just tapping the jump button. Aside from those small things, great game!
I see a lot of attributions and I must say you did fantastic job meshing all of them together, great aesthetic and music choice! I feel the gameplay suffers a bit from feeling repetitive with not a lot of variety, and the mechanics are a bit too simple to keep it engaging for long. Love the concept though, great job!
Super stylish and polished, your team should be proud! One thing I think could be improved is the pacing of the game, because while I think the game is a good length, the bullet collection phase feels like it takes way too long, and it doesn't help that there is no penalty to missing rings. I think the red and blue projectiles should appear more frequently at least. It also wasn't clear to me why the game ended? It didn't seem like I defeated the boss unless there I did but there is no visual indicator. Also confused as to why there were two bosses.
Those things aside, this is a wonderful idea with great execution, great job!
Looking at the comments, I personally didn't run into the two upgrade bug (I have a pretty beefy PC, I think that's why) and got to the moon. Super cool little experience! I like how the swing keeps swinging after you jump off so you can hop back on without losing much speed.
I'm gonna take a wild guess and say that the the swing ropes are made of dozens and dozens of hinge joints or some non-Unity equivalent type physics object which is causing tons of lag. If you plan on updating this, I would recommend making them each longer and less of them. Might look a little line-y but probably the best compromise. Fun game!
So much fun!! I love the inclusion of little among us and perry the platypus. Wonderful concept, great music, and I also love how there's a build mode to just play around, fantastic! I had some questionable moments with the matching detection, sometimes it told me I did when when I was missing a couple bricks that I had previously erased. Also, it wouldn't let me get past Perry, if that was the last one that makes sense but it could be a matching detection issue idk. If this gets updated in the future, I would like the cursor to be visible (that follows your mouse directly and does not snap to the grid) so I can tell how close I am to edge of a brick so I can adjust my positioning. i.e., it's a little hard to tell when I am moving the cursor in a straight line so I mess up and have to erase some stuff. Other than those small things, I love this a lot, your team should be proud!
Really cool! Conceptually similar to my game with a character that can lose all of its being lol. Now I'm guessing it isn't intended that the tall first shaft with a bunch of fire on either side could be scaled in like 2 wall jumps, but should actually be jumped between? Because for me wall jumping gives huge jumps. If that's a bug, I would think the culprit is not applying physics calculations according to framerate (i.e. multiplying Update method distances by Time.deltatime). If that seems like a relevant issue for you, I would recommend looking into more with tutorials. Fun game though!
Super cute game! I like the interpretation of the theme to look for *small* clues in a big world, very clever. I think moving around the magnifying glass is a really slow, slower for me than in the gif in the screenshot. Since it's Unity, I'm guessing you need to multiple the change to the camera velocity by Time.deltaTime to ensure it is the same distance per unit of real time regardless of the device's frame rate. Tutorials have more relevant info. Cool game though, I like the gnomes!
Had trouble moving around. I have it as a rule that when playing a new game, the player should never be able to die in like 2 second no matter what actions they take. Just an easy design principle to prevent player frustration and confusion. I like the robot and beetle though, music also feels alien which is cool.
Really clever idea! I like the time management idea being able to switch back to Squeaker when things are cooking but it feels like cooking is just waayyyyy too slow, like that is what I am waiting for most of the time. I think this would be more fun if instead of pressing the buttons repeatedly to mash/cut the ingredients, they could also have timers with constant sound effects (like a repeated chopping, mashing or bubbling sound) and when the sound effects stop, it means that ingredient using that tool is finished which is info that can be gathered during the Squeaker gameplay despite not having the potion setup on screen, or have a bar for these things for the Squeaker gameplay in to the corner. That way it leans further into the time management idea that you scratch the surface of which I think would be really cool to see. You could also add a timer so people can compare scores. I can definitely see this being expanded upon, love the art and animations, great job!
Are you telling me 15 minutes of music was made for this game in 96 hours???? And it's really good??? Absolutely incredible. I listened to Critical Cargo during my time and it was great. Gameplay is pretty fun too, I like the personality of the instruction text. Turning acceleration seems a bit low imo, navigating was a bit tricky.
Couldn't get passed level 2 but I like the concept of two beings of different speeds. Also, not to be "that guy" but in Mark's Game Jam 2024 introduction video from a month or two back he said not to have links to other versions of the same game for the sake of jam, could be disqualification worthy if that concerns you.