also, i think showing the number of juggles you got after missing and a highscore function would be great for this game, because when im juggling im focused on the ball so when i loose i don't have any idea how much i scored. and a highscore is almost the only motivation of this game apart from improving your technique.
toloDev
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The game aesthetic, with the mix of low poly and realism and the security cameras etc... looks really good, the problem is that it looks TOO good. The game lags on my computer, and its no office computer, its a low-end gaming PC (Athlon 3000 and 16Gb ram) so my computer is above many people that could play your game. You should probably find a faster way to have a realistic aesthetic. maybe the problem is the realistic models, how many poligons do they have?
Yes the proyectiles are difficult to land. I tried making it so that you shoot an instant laser but i ran out of time. And the signaling for the effects, its the same, i ran out of time jajaj but i will put it in the description. The problem i had in this jam is that i spend too much time iterating and going back and foward with system of movements for the enemies and player etc... although the main problem was that icopied and pasted the same code for 4 different entities in my game and coded without revising much when i implemented a new feature, this out of laziness and rush. needles too say it ended up taking much more time that the one saved.
also, as you show us the dessert right when we get the first char our intuition tells us that the carm is in the dessert or that we need to go to the dessert. you should use that phenomenom, or whatever its called, to your advangtage not disadvantage, use it to guide the player. The player is always looking for hints of what to do, you should be concious of that when you design.
the game is fun, the only inconvinience is that the tree blocked your movement and the bullets and that the aiming was a bit uncomfortable, an improvement you could make is to not make the mouse apear on screen, that way you can rotate your aim all you want without the window border getting in the way.
maybe something you could have done is see what parts of the game where comming off more enjoyable to play and start giving more attention to those stuff. Also you have to make everything in the game center around the main idea, thats the most important advice, if the game is about killing your fans then use the movement to make that more intresting. and think the levels so that you can tackle the problem of killing fans in an intresting way.
Yes, its true. thats why in game jams you have to do game that takes you half the lengh of the jam to make so that you can test it, iterate and bugfix. I also make that mistake and scoped a game that would take me 3 days. The problem is that you aren't going to make the game straigh away going straight to your idea like a behemoth, you will find flaws in design, and you will go back and forth with some things. Thats why i didn't completed my mission for my gam
The idea is pretty good. the problem is the execution.
the collisions are too big, sometimes i bareley touch an acid puddle and i get killed instantly. also, they get in the way of bullets so its almost imposible to have fans because you need to have them one step from you, but they are faster than you so they catch you and they killed you instantly. What i do like is the movement, its really satisfying in my opinion, but everything gets in its way. I'll recomend you playtest games, that way you can catch many of this errors easily. Maybe this came off as too rude but that wasn't my intention jajja, you kinda new and of course you are not gonna make everything perfect.
FANTASTIC GAME, ITS A CHILL EXPIRIENCE AND THAT IS GREAT. MANY PEOPLE WOULD TRY TO MAKE IT A SKILL CHALLENGE WITH THIS TYPE OF GAMES, BECAUSE IF NON, ITS NOT A METROIDVANIA OR WHATEVER. The peroidic health bar, the ammo recharging automaticaly, the place not beeing a maze, those thing are apreciated. and besides all that, it still tells the story in an amazing way, spetialy for a game jam. The only thing i didn't like that much where the boss, dificult to predict, i didn' notice the atacks repeated always the same
The idea is truly original, the most ofiginal i seen in this jam. The problem is i could not at all remember wich action corresponded to each which made the game really a guessing game. beside the only buttons i used to get not so far were the attack and the sword. I didn't even understood what teh other buttons were usefull for. The good thing is all of this happened because of the lack of time since it was a preject too big for 48 hours and it is understandable that it is not polish. if this game had more time it would come off as reallly good probably!
The idea is truly original, the most ofiginal i seen in this jam. The problem is i could not at all remember wich action corresponded to each which made the game really a guessing game. beside the only buttons i used to get not so far were the attack and the sword. I didn't even understood what teh other buttons were usefull for. The good thing is all of this happened because of the lack of time since it was a preject too big for 48 hours and it is understandable that it is not polish. if this game had more time it would come off as reallly good probably!
i really liked teh concept even if i found a bit uncomfortable to play since i don't have arrow keys. The puzzles where fun but in some cases i think the "plataforming" was a bit frustrating and i don't think thats good for a puzzle game. if you made teh jumping and timing stuff easier it wouldn't distract the player from the puzzles.