Interesting game. The difficulty spikes a little abruptly which is fine and maybe even good for this type of jam. There's definitely strong rage-gameplay here lol. I think there are some things that could be tightened up (most egregious: wall-grip animation is way too slow, causes huge readability issues as I cannot be sure whether I'm on or off the wall a lot of the time.
Tuatarian
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For the record and in case it wasn't clear I actually do really like the game, you've done a fantastic job, but I try to say everything I have to say in these comments in the hope that at least some of it might be helpful for next time. Please don't take anything personally: this is a really solid entry!
Thank you! I should definitely have added a simpler tutorial level but I was so burnt out by the time I finished the base code that I couldn't bring myself to. A wiser man would have done that instead of making a second, harder level that most players wouldn't see... Lesson learned for next time I guess. Thanks for playing and commenting!
Thank you so much! Just gonna reply to stuff as I see it in the video:
- My bad on the controls lmao. I badly overestimated how intuitive they were
- That file you opened with the pathing was included accidentally lmao, I forgot to remove that. Those don't do anything for the game, it was just a tool for me to be able to input some coordinates more easily
- This is a kind of a custom engine! Using Zig and Raylib
- Watching you figure out how the controls work was a glorious moment
- You are absolutely hilarious,
- That death where you clicked Ma-Kt and it snapped you back was completely unfair. This is an artifact of me not wanting to code collision + bad placement of navigation points, super sorry about that The second level is a lot better in this regard
- Watching you trap Rob in the Bedroom was a similarly glorious moment
- That snap back with the Ma-Bd door is the same issue. I have learned my lesson about that one, really sorry you had to deal with that unfair death
- I'm really glad you commented on the muisc! It's made by Geowizard, who runs a geoguessr/travel channel. It really has no buisness being as good as it is, but I really like it and use it in almost everything.
- I really should have explained this somewhere, but you can only have 2 things on at a time, including the stove/sink/toilet clicks. Very very bad decision from my end to not have anything indicate that ingame.
- Not quite SFML, but raylib is pretty similar. SFML is wonderful though, though I prefer rl api . If SFML 3.0 comes out I will definitely make another game with it. Love to see another no-engine user, especially in jams!
- Glad to hear the graphics aren't too much of a turnoff. I don't know how to do art, so I just use geometry and simple colors lmao.
- I completely agree with everything you said at the end. I also definitely should have made a much much simpler tutorial level, but I was so completely burnt out near the end of the jam that I just couldn't. Lesson learned for next time, to polish the UI/UX first!
- Using emacs, not VS. I developed the entire thing on linux and breathed the hugest sigh of relief when it compiled painlessly for windows.
Thank you so much for playing! Your video was very insightful and incredibly fun to watch.
Incredible. The idea is done to death, and it doesn't adhere to the theme a whole lot, but this is the most fun GMTK 23 game I've played so far! The beginning is a little unclear on what you have to do, but the grapple mechanic is incredibly fun and pretty responsive. I like how the acceleration changes based on distance (ZOOM!). I really hope you add more levels (as you said in the end card)!
Pretty nice game, really frustrating that dragging the cards doesn't work properly if you drag fast enough (This could probably have been remedied by having a check for if the card was held last frame, and if so, sticking it to the mouse if LMB is held regardless of the mouse pos delta). I had fun, but I think this game is a bit lacking in strategy, it's mostly just using the cards that you get dealt. Still, I had fun with this one, and nice job!
I really didn't think most of these were very much puzzles, it was mostly just doing the same thing of accumulating speed and then jumping. One of the levels (with the man in the boat and the weird box thing with a white stripe next to him) seemed broken, or maybe I was just unable to figure it out. The art is really wonderful though.
Good concept, I really like how fast the guy moves even if it is hard, but the controls make exactly zero sense. I got to the finish and still managed to game over more than once - how do I win? This game would benefit immensely from a tutorial level that's much simpler than the current one. I really think there is a great game buried in here, but unfortunately it looks like you ran into issues with the time limit, which is very understandable.
Absolutely incredible game. Not too much to say. I wish it got harder faster though - as it is, it is prohibitively long to replay in the context of a jam. It's also not clear how balanced the plant is at any given point, and the fruit may be too heavy. Regardless, this is an absolutely incredible game, and I really do think you may end up featuring in Mark's video!
Nice game! Good idea, good execution, very fun setup and story, and the controls are exactly the right level of unresponsive to be a manic kind of fun. Unfortunately, I encountered a bug where after restarting the level, the right arrow key would stop working, and then the next round the left would work, which could only be fixed with a full restart of the game. Other than that, well done!
Nice game! First off, the gameplay was very enjoyable, the game is really not easy at all lmao. The side moles are way harder to react and respond to than the bottom ones. The reds coming right after another mole, especially from the side, were really hard to react to since I was never looking at the sides after another mole had just shown up, but that might honestly be a good thing.
Thanks for your comment! I don't think there are actually any gameplay softlocks (short of bugs in my code, which are surely plentiful), but it definitely isn't obvious how to lock Rob in random rooms while you complete tasks. I probably should have included some easier levels to ease players into the tricks needed to beat the levels though. Thank you for playing!
First, the presentation is insane. The music is good and fitting, and I'm astonished that you guys managed to make this in the time limit.
The game is really fun, I really enjoyed trying to trick the snakes into killing themselves, but I wish the AI were a little bit more intelligent. The snake often kills itself by running into the invisible wall which never feels good, and the AI regularly voluntarily traps itself. That's more or less the only issue though, and it's not too bad since you can just replay the level and it isn't too likely to happen the next time. The idea is pretty clever, it is a role reversal from typical Snake, and and the gameplay is very well realized. All in all, very good entry!
Nice game! Good concept, I played with my cousin, which made it considerably easier, but it was very fun. I liked the level of visual polish, very impressive given the time limitations of this jam. This is not a criticism, but I found it funny that I recognized the default Godot UI styling :). Nice job!
Solid game! Some criticisms:
- It is inobvious that only the deep red regions are capable of spreading fire.
- It is similarly not clear what the firemen do, or that surrounding them with fire kills them. These are both logical game mechanics, but should be explained more explicitly (or by way of a significantly easier, basically unfailable tutorial level where the player will see all of this happen)
- The tutorial and Stockholm are genuinely the same difficulty
- Music and graphics are good. Good sound effects
- Very novel idea, this would probably be a lot more fun with polish
From a level design perspective, I'm not sure how fun it is to retry such long levels after failing once. With the Rio level at the end, I really had no will to give it another shot after failing. Once and I was done. Perhaps you could implement some sort of checkpoints or score system to make players more willing to retry the levels?