Lekker!
vandiedakaf
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What ball? I see only a kitten?
In the first few versions of this there was absolutely zero slide but I added a little bit later on just make it smidgen more difficult manipulate the glasses. There's definitely a scenario for decreasing the drag, i.e. like if I made a stage where you had to race against time then that slide would add a lot of tension to it.
Thanks for trying the game out!
This is a cool concept (I love 1v1 couch games). and a game that could cause couples issues :D
I like the low-poly art style and the simplicity of the controls.
What's a bit missing for me is the interaction between the two players (there's no urgency to react to what the other player is doing). One possible way to address is to put a timer on garbage when it gets lobbed over; if it does not get picked up before the timer expires it becomes immovable (or something like that).
Regardless of that, well done on a cool prototype!
This was funny! I like the dual player control concept. I just played it on my own but I'm trying to figure out what more can be done to 'force' this playstyle (or if it's worth doing so).
The controls were a bit too dificult for me (but note that I'm a person that avoids rage inducing games like "Get Over It" or any FromSoftware game like the plague so I'm not the best measuring stick for this).
There is one thing that I'm very dissapointed in though, it's unforgivable realy, and that's that there was not any DHARADAM.
Not. Any.
DHARADAM!
maybe it had some in later but I could not get past the moving platforms :D
Nice theme and prototype mechanics!
It feels to me like the balloon mechanics might be better suited to maps that are more vertically shaped or if it's horizontal then then it could be an auto-runner, e.g. flappy bird style. Basically I'd rather not have to use the A & D controls and rather focus on the more fun balloon management.
It says you built this in 72 hours? Nice.
I played your game as part of a submission testing session and then totally forgot to comment on it afterwards 🙈
I found that I could only pick up objects that were at waist level (regardless of how I threw the camera around) which meant my ammunition was limited. I enjoyed kiting the horde and trying to hit as many of them as possible with a single launch. I don't know if this was an intended playstyle but I found that it did add a nice difficulty to the game.
Well done!
That cut-scene was something else 😂
My intuition was also to try and roll the gummies over with the boulder so it's interesting seeing how player feedback helps one realise what players are going to try.
The destruction was nice and smooth.
One easy improvement you could add would be to increase the bullet speed by at least 3 times (I've not work with really fast projectiles so I might be wrong on how easy this would be). Atm it feels like the gun is firing marshmallows -- then again that might be appropriate for fighting gummies :D
I like how the bees flying in a hexagon pattern is 100% scientifically accurate 💯!
I tried your game on the first day after submission and I failed horribly. I thought I'd try it again while looking at your video (I did not even notice that there was a scroll bar for stem settings 😂) and that helped a lot.
I made the same mistake you did but could not let go of my creation so I guess it's a Jack & The Beanstalk situation we've got going on here.
Apart from all the configuration, training & help things that you already know is necessary for a tricky game like this the one thing that threw me off quite a lot was that I did not know whether my tool selection in the garden worked or not so having a highlight of the selected tool would do wonders.
Well done on taking on such an amibitous project (and for the most part getting it done)!
I know you did not get to finish this but I still wanted to check it out anyway.
The lobby looks amazing. It is a bit difficult to distinguish between traversable and non-traversable terrain so there's something to improve on (e.g. make non-traversable tiles darker - I'm not sure what the correct technique is).
The gravity (or lack thereof) feels just right.
Thanks Japes!
Figuring out how a game works has always been part of the fun for me so I tried my hand at that (The Witness is probably my favourite example of that). Glad you liked it :D
Great aesthetics! You really nailed the dance floor vibes 🕺
So this is a personal 'gripe' and I know this would not fit in with controlling the direction that the player is moving but I would like a control configuration where the 4 buttons are four consecutive buttons on the keyboard (e.g. QWER) because my ol' brain has a short circuit whenever I have to press Left & Down or Up & Right at the same time.
Thanks for the kind words!
I actually have "figure out how to better control audio levels" on my list of things to improve (it just did not make the cut of things to work on during this jam).
Other glass shapes are definitely a good idea (they'll role differently which will add a level of difficulty to getting them off the table).
Unfortuneatly a basic glass and a ball was as far as my blender skills allowed me to get during this jam (I literally installed Blender for the first time last week). I probably spent more time trying to figure out how to get the blender objects into Unity without it rotating or scaling or losing textures than I did making the models 🙈
Putting the player in control of the gravitational settings is a cool idea.
I did find myself not knowing whether I've set the gravity to negative or positive so I would've like to see a notch on the gravity slider to indicate where the zero value is (I assume that adding numbers would not have mixed well with the aesthetics).
Nice level select menu!
I had to restart the steps stage 4 times because on the third step there's some no-clip issue or whatnot and it kept on swallowing my blocks. This happened three times. The 4th restart was because I stepped too far backwards and went flying off the map 🤦♂️
I like the use of text in game for giving instructions and you also made a good choice of music (very Alice in Wonderland'ish). The blue and orange theme worked great as well.
Ok, I'm just going to come out and say it. I don't care for Truffle's owner, they are weak and they don't deserve the honour of walking this majestic bladder infected truffle hunter.
I loved how some of the upgrades are double edged in that it makes it more difficult to control the owner's movement.
I actually don't have any criticism, well done 👏.
Also, I'd like to announce that I'm part of the 4k club
Random Thought: As I ran down that last stretch I was oddly reminded of MDK (and all the good absurdity that game had). Good times.
Suggestion for next time: Some sounds would've really wrapped up the experience.
P.S. if your bull is looking for some like-minded companionship then I know just the right feline for them.
I don't recall there being a button on the ceiling in any of the Portal maps (at least the official ones) so that was I nice addition to their formula. I like the extra mechanic of having the right coloured boxes on the right switches. That opens the door (pun fully intended) for even more puzzle mechanics.
It's a good thing these invaders did not bring any NaCl with them!
Two ways to easily (I think) improve this experience would be to add explosion sounds and to raise the ground a little bit because launching from the ground (with the mouse not being able to pull further down) can be a bit of a pain.
There's something about this gameplay mechanic that has a ton of potential (I might just take it on one day).
Thanks for playing and giving feedback Lizzard!
I'm happy that you found breaking the glasses satisfying (over the last week I've become guilty of glass genocide). I wanted the breaking of the glasses to have the same effect as popping bubble wrap - so it's less so a game than it a stress releaser :D
I definitely need to make more levels - I've found that level design is definitely not my forte 😬
Thanks for playing and giving feedback Jaco.
I took a risk with the disco level (I knew people would get stumped and likely think that the game bugged out). My hopes are/were that they'll move the cursor accross the screen before quiting which should result in an AHA! moment (my daugther just got stuck because she was playing on the controller and is not mouse-savvy).
Well done Michael. There's so much content to this submission and a lot to be proud of; I was evan impressed by Bob's art collection :D
Edit: I had a tough time controlling the character during the fixed camera scenes (in the house), which is odd because I typically don't struggle with local controls from a world view. It might have been because of all of Bob's wiggling throwing me off; but I'm not sure. I also don't now how to address this so it's kind of a useless comment :D (the camera angles were pretty cool, especially the one on the staircase).
Thanks for the feedback!
The Airhorn is what my brain get's up to when I'm being 'creative' at 2 in the morning (there's very little impulse control left at that point).
My daughter does not like the 'horror' sound (which was an addition right at the end). I agree with her on that, it does not quite fit the theme (that'll teach me to not test it with here first). I was looking for a sad cat meow but had to settle for that instead (there are some really unsettling bone-chilling horror sounds out there).