Thank you! Whoops, I play a lot of first person shooters and so I'm pretty in tune with my sensitivity and such, didn't realize it might be a bit too hard haha but you're absolutely right, a bigger hitbox is likely a good change to make :)
Verxus
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I liked that you included multiple stages each with their own soundtracks, and that you had some physics objects, I was pleasantly surprised. One thing that made it a bit difficult to play was the delay/reset on the jump button but it wasn't a huge deal. Overall great idea, I guess the theme has to do with breaking dishes? Haha
Nice game the mechanics felt good, I like some of the features that you included, such as the Fullscreen and BGM buttons. I've noticed something a bit odd though, it seems like if the game is played in the smaller window a lot of the jumps become impossible, its only in Fullscreen that the jumps become possible. Am I crazy? Also it might feel better if the tail was not part of the squirrel's collider since it feels like you can stay on for a lot longer than you should. Anyway fun game and good work.
Really fun game! Honestly I would play this as an aim warmup, seems great for that purpose haha. Gameplay felt smooth and simple, I like how well you explained your game in the description, only thing I might add would be a simple indication for the ability cooldown. I tried getting a highscore and only afterwards I found out there was a cooldown. Great game and idea :)
Interesting idea, I liked the UI and how you kept track of highscores, I did however find that the timer would sometimes stop working which would allow me to go as long as I wanted. Also I once had the two letters be the same which caused it to instantly complete, so that might be a bit of a bug haha. Overall great idea and fits the theme well
Very original idea, seems like an excellent brain game that can be taken further for sure. Initially, after trying a couple times without really knowing what's going on the objective becomes clear, so perhaps a short explanation couldn't hurt, also a timer could be a good idea to give some indication on how long you have to make a choice. Well done, excellent idea given the theme.
Thanks for taking the time to review my game, and especially for the constructive criticism! This made me consider lots of things that I totally looked over as well as giving me insight of what the experience might be like on a different machine with different inputs and such, so thanks, I definitely hope to improve these aspects. :)
I really enjoyed the simplicity of this game, I feel like its a prime candidate for a phone game since it can be played entirely with one input. I also liked how there's also a bit of a message within the game by framing the in-game obstacles as real world problems, in-short, save the oceans!! I also found that the obstacles don't spawn by the ocean floor nearly as much, so a pretty easy "cheese" was to just skim along the ocean floor for smooth sailing. Overall, it felt very polished, simple and fun!
Wow what a nice game to play, its definitely good for the soul :) It's great to see a game with a positive message like this. In terms of mechanics, I got stuck on the gust part of the game and could not figure it out for the life of me, only after reading the comments did I figure out it doesn't end there. If I'm not mistaken space bar isn't part of the controls in the description so that threw me off I think. Also from a movement perspective just a small thing I noticed is you move faster diagonally than orthogonally, not sure if that's intentional but thought I'd mention it. Overall very enjoyable and put a smile on my face!
I really liked the responsiveness of the controls, there was a bit of a learning curve to properly fly the ship but when I got over it, it felt super fun. Personally, the camera was too zoomed in for the amount of space that the character takes on screen, I feel like this also caused the pixel graphics to sometimes just look faded or washed into the background, so zooming out would be a lot more enjoyable to me. Overall very impressive and fun.
The dark souls of platformers, you will die... a lot. All jokes aside, I found this to be enjoyable and challenging when it worked, unfortunately it seems like the distance between jumps is sometimes so far that its impossible to make the jump from platform to platform, with some tweaking of parameters I think the game would be more enjoyable. Good job, I think its a good start.
Really great idea, I'm a bit confused about the split between 2D and 3D because to me it almost seems like 2 separate games, since the goal in each is different. That being said, each game was enjoyable and the core game play was simple so it felt pretty polished. In the 3D mode I would sometimes teleport around the room so that was a bit disorienting. Overall an ambitious project and felt great to play.
I really like the idea of this game, that being said it requires lots of patience. I wasn't able to complete the game but I like how there's more challenges than just staying in the shadow and door timing(like dodging the flashlight guy). The hit detection was a bit inconsistent but that's ok given the complexity of the game. Great job!
I'm new to itch.io and therefore I dont know where the "jam's own community" is. If you're referring to https://itch.io/jam/friday-night-game-jam-2020-45 which is the page with all the submissions and rules, etc then I've already looked and couldn't find any way to contact anyone. I guess at this point its far to late to have my work be part of the jam but at this point it would be nice to know where to look. Thanks
I've submitted a game jam entry for the friday night game jam #2020-45. However I had issues with converting my unity project to HTML5, and I submitted right on the deadline. Is my entry invalid since I cant see it under the jam submissions? And can I take some time to fix and reupload my html5 build? Thanks