Making a game without an engine in 4 days is absolute madness lmao. The build doesn't work properly for me, but the fact that it is even playable at all is impressive. Kudos to you
Verburner
Creator of
Recent community posts
Yeah, I actually beat it! Was a lot of fun. The collectables were well hidden but still pretty fair. The platforming felt a bit sloppy and the giant ball was a bit confusing, but the camera change on the labyrinth and the smol castle were great! Also liked the dynamic of small being faster while big jumps higher!
Yeah, the graphics were placeholders that I made in a matter of minutes or sometimes even seconds. Didn't have time to make anything look good and I'm not really an artist anyway. Glad you liked the game! It was a lot of fun to make. I might consider expanding it in the future.
As for the inventory system: I gave each item a list with coordinates of the tiles it was taking up (starting from the top left corner and then I just had the inventory iterate through that list to check if those places are free. But that's probably a super bad solution. I'm certain there are much better ways to code it. Probably better to save the shape of the objects in a grid too lol.
Really solid and fun game and the camera zoom really makes the "scaling" part tangible. Two things I would've liked: 1.) Pause while building or at least let me decide when I'm ready for the next wave
2.) Faster and bigger bullets. Enemy bullets can stay slow so you get value out of your thrusters to dodge them, but player bullets being super slow feels very awkward.
Really fun game and well desgned! One problem I've noticed: The segments should attach behind the head instead of at the very tail. Right now, if you are hit close behind your head you have no way of removing the ice, since it will just stay in this unreachable position! The idea with enemies you have to surround was amazing! Could really be expanded on as well. Love the idea
Really fun idea! The gradual camera zoom and funky control scheme were great design choices. Very elegant and to the point in the "tutorial". I felt like it devolved into a complete clusterfuck of wildly swinging around a bit too quickly. The curve from a slower, surgical start to a chaotic bloodbath is super satisfying, but it should only happen around the final minute ideally imo.
Wow I love the way the snake plays. That bite was so incredibly juicy. I was super confused the first ~10 minutes of playing because I kept getting my score to 10 and .. dying. I was aware of the over-eating mechanic, but I didn't understand that I have to go back to the host to "deliver" the points. Also, when I finally figured it out, I didn't find the host right away
It took me a bit to understand what the "cost" meant. So if I understand this right, the cost is also subtracted from the black hole size and each click drives up the cost until you get to the next stage when it resets? But it seemed to me like there was quite a bit of RNG involved as well. I literally "lost" on the second click once. Highest score I could get was 4,9 mil by only ever choosing the rightmost upgrade and ignoring the other two
Man I remember trying to find a fun tower defense game on my phone on a long train ride not long ago. All the TD games in the store were just glorified clicker games and not very fun to play. Even in this gamejam version your game is already more fun to play than anything I found on the google play store and I'm not even joking. The presentation is also super well done, especially considering you worked on this solo! Super well done
Every key afte the first one was almost impossible to pick up. I guess that's what the "bug" was referring to (I held down both mouse buttons while loading though) I still managed to do it by jumping on it repeatedly until the physics lifted it up enough for me to be able to pick it up. The right hand could've been utilised more! It could've been used to help you climb higher by making a stair of increasingly big boxes etc. Really like the idea with the left and right hand! Felt very intuitive to work with
I worked on it solo, so I completely sacrificed the visuals, sounds and balancing in order to cram in as much content as possible so doesn't feel as repetetive. I think I really achieved that last part somewhat so that's great :)
Thanks for the comment! I am considering on doing a fully-fledged version of the game in the future. Was a lot of fun to work on.
Oh hey, I like this kind of resource management game!
I think what would have made it a lot more interesting would've been to shift the randomness factor from the customer demands to the resource generation if you know what I mean. Right now generating resources and building monster is completely reliable and predictable, but the RNG only comes with the customer demands, which you have no way of making educated guesses about before. Really liked the idea and aesthetics still!
Nice idea and it's got some nice and elegant simplicity. The tuning for the speed and stuff was pretty off for my tastes. It's so damn difficult to hit the snowball in time for the shrink to actually do something... but it doesn't even matter because being hit by the snowball barely does anything :)
I had a lot of fun with this one! Super creative idea. There were definitely a few things that could've been improved for a final release. Combat is pretty clunky and the best way to play is to interact with enemies as little as possible anyway. Also, getting gold was too trivial. Matching a couple of blocks was easy and the only thing gating you is your own patience. But either way: amazing game, loved it
It's a fun game and pretty satisfying. I think the difficulty curve could've stayed the way it is, but the player needs to scale along with it somehow. The way it's now, you can comfortably play for about a minute or two and then the enemies must mathematically overwhelm you. By the time it takes to reload, more enemies spawn than you can kill with the ammo you gained.