Assuming your keyboard layout is standard, this should be right up your street:
https://tommyk1986.itch.io/tick-boom-backup
Try to defuse the bomb by finding the random keyboard key
Thanks!
Assuming your keyboard layout is standard, this should be right up your street:
https://tommyk1986.itch.io/tick-boom-backup
Try to defuse the bomb by finding the random keyboard key
Thanks!
This game looks great, and it nice and simple, plus well implemented!
I'm not so sure about the unwinnable state you can get into. With no satisfying end point, there's a weird end to the game if you miss the Marlin. The game also encourages playing it safe, as there is no real downside to going slow. Do you thing you might explore adding in a mechanic to encourage the player to take risks?
I am blown away by how polished this game looks and feels! Incredible for 48 hours work!
https://tommyk1986.itch.io/tick-boom-backup
Not sure about juicy, but it sure is quick. Plus I have screen shake, so that has to count for something right!
Thanks for sharing your game! It's great!
Oh man! That got really clever, really fast! Great use of colour and patterns to help me keep track of what I was doing on each quarter!
If I had to find a complaint, maybe the hitbox on the spikes was a little on the large side, but that's really more of a matter of opinion. I guess also the theme is not strong here, but who cares it's fun!
Great idea, well executed!
What an interesting experience! Got very trippy very fast!
Sometimes the spinning/stretched sprites made it all a bit hard to play, Visual clarity is important! Amazing that you got so much atmosphere from 1 sprite!
I'd love to see a few of the platforming nuances Mark mentioned in the last GMTK vid implemented to this game, just to make the process of traversing the world you have created a more player friendly experience.
Last note, I tried to leave as many of the "baddies" alive as I could, but I don't think that ended up reflected anywhere. Might have been a nice nuance, to reflect player choices, especially after calling it out in the mid game.
I'm really sorry, but I only made it as far as the frog. I did find the frog's controls a lot more intuitive than the snake though! Maybe changing the order of the levels would be a good plan here, and ease the player in a bit!
visually it works well, easy to see where you are most of the time and find your enemy. the shadows help a lot. I could probably have used a helper to help me find the pyramid pickup.
Speaking of that pyramid, I enjoyed having to go and collect it after throwing it out, but often, due to the 1 button control philosophy, it was easier to just plant myself in the wall and shoot the enemy when he was also on the wall. I could have gone with a second button to fire, and an incentive to keep moving. Thanks for sharing your game, I enjoyed playing it!
Superb visuals and atmosphere! Great visual clarity from the art used. The character had great weight, and building up momentum and hitting jumps felt great when I pulled it off!
For me the single button control system got in the way a bit too much. Some areas in the level were difficult because I couldn't reliably get the character to do what I wanted. This is worst in the tap/double tap case. For me, multiple button controls, and expressing the theme elsewhere in the design would have been preferable.
The level design was good. The tutorial area (and title screen) really helped me get comfortable with the idea. I blazed past the sign that let me know I was heading into the different endings part of the level, so maybe that could have been placed next to a blocking point or a jump or something, but otherwise it worked really well. I got strong sonic vibes from the 2nd half, falling down and trying to get back up. I can't believe how polished this feels for a first game jam submission!
I am so into this! I love a one button game, worth considering making a touchscreen compatible build.
Controls work well, and the graphics make it nice and clear where you are and where you're going to go. It might be nice to visualise the momentum somehow (an engine trail maybe?).
I feel like the level design is at it's best when the ship is moving fast. Perhaps you could introduce some mechanics to encourage this (starting momentum, homing enemies, time limits etc.?)
I'm such a big fan of procedurally generated characters!
Controls are intuitive, comes with a help file, very playable.
My next step would be to add some more levels, nuances etc. Could you make the mum share some similarities, but not all? Then the player has to follow clues and single out their own mum.
You could have hazards and puzzles in the environment too. This has lots of potential!
It ran for me! I like the idea of memorising details then acting on them.
I could have used a tutorial just to ease me into the mechanics.
This game might be a bit too zoomed out, or need more distinguishable characters/simple graphics to help at the mapping phase.
Have a look at the game Sea Quest Heroes for a great example of this core concept implemented in a different way.
I had a good run, but died in the end. I like the core conceit of have 1 card and 4 ways to use it, but I feel like the outcomes for spending cards in different places could be more interesting. Perhaps the cards need a little more information on them to help inform the player as to what might happen, and allow the player to plan how they might use them.
Well, itch.io appears to be using a random jpg for my game, rather than the zip file I was trying to upload.
A working backup can be found here:
https://tommyk1986.itch.io/tick-boom-backup
Thanks