Was set to draft D:
trader_j0e
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Very cool!
I think it could've used some more visual feedback (screenshake, particles, whatever else there is) and a bit more of those small animations you added for the purple wool monsters. e.g. the lightning would've been 100x times more amazing if it was animated a little bit as well.
Having the character animated to display when the attack is ready is a really good little detail in order to not display any UI! Perhaps you could've added an sfx or visual effect to let the player know even better that the attack is ready again.
I loved that you could go in alone again after losing for people with a big ego^^
The controls are all over the place and confusing. The inventory could be a lot nicer if it was more compact. You cannot remove fresh blueprints which is a bit annoying. The bloom is perhaps a bit over the top.
Other than that I really don't have anything else to nitpick on. Really solid and everything else is on point!
I'm close! 17/20 https://trader-j0e.itch.io/potato-day
I'd appreciate every rating!
Solid idea and nice level design. The puzzles were very innovative and different from each other since they didn't follow a single pattern as to what needs to be done to not get locked in. The movement felt a bit sluggish. If there was one thing I'd improve it'd be the overall juice, which is not one thing btw :"D , so feel and player feedback. Camera shake (where applicable), particles, more SFX, e.g. when the gat opens/locks for things and diversity (e.g. multiple sfx for the jump), changing the tile art up a little (the background and tiles).
Can you get a score above 100? Multiple attempts required: https://trader-j0e.itch.io/potato-day
Coloring things was reaally fun! That is such a good mechanic and really well implemented. There could've been a bit more to it though! More things happening when things got colored in the right color maybe.
The backtracking wasn't that fun and the ladders were a bit wonky, but I had fun just painting things and that is what counts for a game, right?
Not a bad first game with an interesting addition to the typical platformer.
The fact that you could stick to some walls, which normally is seen as a beginner bug, actually made the last level really fun to play, since you could walljump. Not sure if you were planning for this :)
One small bug I noticed was that you can spam the jump button and the jump sound is being played. That should only happen when the player is actually jumping.
When it comes to audio and graphics there is big potential for improvements, but for a first game in a week it was alright!
Also I beat most levels with what I am naming the "instant longneck-monkey jump" for which you in rapid succession spawn the giraffe and monkey at your position to make a long jump into the finish :D
Good game.
The first thing I noticed was the UI sound for clicking buttons just pierced my left ear. I did not like that :) Just a small issue though!
I really liked the intro, it perhaps could've used some sfx with the appearing letters as that is expected nowadays. The gameplay was alright, no more no less, the jumps felt a bit off with the strong gravity back down afterwards. However the details of the sprites, the background/ambience and the little animations were really cute and polished!
After reaching the end I thought that maybe there is some way to get more points, but I couldn't restart the game, it just loaded the ending scene instead of the level.
The theme of the game jam felt a little forced. Perhaps with a few more levels that slowly answer the intro questions (What am I, am I an alien, etc.) this could've been integrated a bit better into the game.
The polish makes this a really solid small game nonetheless!
Just played yours and about to write the feedback! Check out mine https://itch.io/jam/brackeys-8/rate/1681129
The colliders were a bit wonky, I got stuck once below the ground and in one of those gates that open via button press.
I honestly don't think making the levels timed was necessary. Since the puzzles got more complex anyway the time stress might be too much. Also if it wasn't on a timer you perhaps could've played the dialogue during the level in a non-intrusive way or even recorded it as voice lines, since having to click it kind of bugged me and it interrupted the flow a bit. I also often missed the button to read it ;)
The music got a bit repetitive eventually, I don't know how you would normally deal with that though, longer track that continues playing between levels? More tracks? Difficult for game jams I suppose.
Solid game though!
Cute point and click game! https://trader-j0e.itch.io/potato-day
Can you get a score above 100? Or even beat my score of 150? [Multiple tries will be required]
Cute point and click game! Find all the potatoes: https://trader-j0e.itch.io/potato-day
Can you get a score above 100? (Multiple tries required)
I wish there was some more diversity in the character design, besides the art. Sure, health and range, but the damage was the same for all and the enemies basically had copies with different art styles. However that is probably unreasonable to expect for a game jam so overall this is really well done!
Also the owl is too cute to kill!! I would've rather played the predators ;)
The biggest issue I had with your game is that hitboxes are kind of weird or just impossible to gauge as a player. The 2nd biggest one is that you can just run through without fighting at all, which I did on my 2nd attempt.
The art that is in place is nice, the boss is really cube cute as well. The turrets having rigidbodies is a nice touch!
Other that that with a bit more time to add art and sound and a bit more polish. Perhaps a reason to kill enemies, this would be a good game instead of what feels like a prototype!
Thanks for the feedback :)
The time is that short to make it a bit more replayable in the sense that you won't be able to find all potatoes on your first 1-3 attempts until the player learns the hiding spots. At least that's the idea. I was actually thinking about a slider in the main menu to set the time manually as "difficulties", but scrapped it to polish other things.
Hello there!
My sisters and I spontaneously decided to make a game for this jam. All art (hand drawn) and music is made by us, which I think is pretty nice! The game itself is super simple, you run around and click things trying to find all the potatoes!
We also themed it around our family since today is the birthday of one of our cousins and we made it our present for her! The theme really fit well for this occasion.
Also if you decide to rate it I will try and rate your game as well! But most importantly I hope you enjoy the game!
https://trader-j0e.itch.io/potato-dayI'm glad you still liked it with the missing translations!
The translation issue as far as I know happens when on a German system, it's because I didn't know Unity picks the language based on the OS and I had German translations enabled, but not filled in/filled in wrongly ! I hope it was still okay, because most of the instructions, input etc would've been displayed in those sentences.
I finally found a game kind of similar to mine!
Good job, although it is lacking a few things I would've added did add. ;)
For that reason I'm just going to keep it basic with the feedback
- It took way too long to reach the finish, it felt like an eternity
- You could spam Jump to basically fly
- Speeding the player up so much that it changes the gameplay from having to jump small gaps to flying with a single jump press is probably a bit too much [lv 4 & 5 I think it was]
- No audio
- Something I don't have in my game that I liked a lot: Level Selection. Some of my levels are quite difficult and for that and since it is a Game Jam is really nice to have!
A really wowie and simple concept! The only negative thing I found was that it gets difficult to grab the pieces eventually, because you have pintpoint click on them, so perhaps a bigger grab radius or something would be cool. So that if you slighly press next to it you still grab it.
What would probably also work well would be mouse cursors! One default state and one grabbing state to have some more visual indicators if something has been grabbed.
Overall super solid and polished really well!
Just a little bit disgusting! I eventually died, because I ran into the middle of the map instead of circling the outside. If you were to speed up the player movement and gave more upgrades and health during the game I think it'd easily turn into a doom-style shooter. I felt it was a bit too slow overall. Potentially some enemies on the ground that rush you would be a good addition as well. And the upgrades the big robots drop couldve been better if their size was bigger and you could pick it up by running over them, not clicking them.