Thanks! The original plan included a lot more puzzle elements but it was a bit overscoped
VeryLukely
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Nice! Very ambitious kind of game for the time frame! I'm usually bored by these types of games due to the downtime of waiting for resources to come in, it's really interesting having resource collection be manual because there's no downtime if you want to play most efficiently. I wonder if resources aren't scarce enough though considering they regenerate each day.
Lots of similarities in our submissions! I don't know if the art is your own or from an asset pack, but it looks very nice.
Not sure if we give feedback but just some general notes since you were kind enough to play my game and leave a nice comment (I'd imagine you're already aware of these yourself)
- 1000 is way too unreasonable for a goal, 100 would be a long but possible endurance challenge
- White text color blends in with the clouds and makes it hard to see sometimes
- Didn't realize I could double jump at first and died 5 times when I reached cactuses too tall to jump, might be a point of frustration where players quit if they don't realize
- Character having a double jump feels unique to this kind of game, maybe you could lean into that more to differentiate this mechanically? (Say, having big obstacle sort of stair shaped so that you have to time both jump carefully)
- Could use some Music and SFX (obviously)
Made a version with updated graphics here if anybody wants to check it out! Goober Quest HD by VeryLukely (itch.io)
One of my favorites in this jam. Really solid in all categories. I'd maybe add a bit more visual feedback for some things, like showing varying levels of visual damage for the restraints so you know when they're getting close to breaking (they take so long to break I was convinced I was doing something wrong at first), and to make it clearer that the expanding circles cause damage (I died a few times before I understood that mechanic)
Thank you so much! It's really validating to hear that the game loop was addicting. When you're in the weeds it's kind of easy to lose sight of whether something is actually fun or not. As with my previous game jam entry, I'd love to revisit these concepts when I've built up my skills a bit more.
Making the music was a fun afternoon. I had a bunch of free time but wasn't feeling like working on the game proper, so I thought it'd be fun to try and make some themes for the bigger personalities in the game, and that sort of ballooned into making themes for everybody and tracks for specific screens. I have zero experience with music, so I know it's a little rough, but I'm still proud that I was able to fully implement music into every screen of the game. The game over theme was either the first or second one I made and I'm definitely not super fond of it either. I do genuinely think that the shopkeeper theme is kind of a bop though. I'll have to figure out what the next step is for making music if I want to make my own tracks for my next game, too.
The shopkeeper thing was a troll, sorry! I thought it might be a little mean, she was meant to be a sort of prankster character. I did think about actually implementing different characters with different tactics but that seemed like it'd be overscoping. But now that the competition is over that might be a fun idea to revisit! I think I'm satsified with where the game is at for now, though. And I'd like to work on something a little bit more presentable in terms of art.
I had little number indicators for stat changes on the to do list until the last week. Kind of just fell by the wayside. Wouldn't have taken that long to implement since I sort of already had that for spending chips.
Yeah pretty much. Making the tutorial not be just a wall of text is something I ran out of time for, and even that leaves stuff out and requires prior knowledge of what the Prisoners Dilemma even is.
Outcomes of the game work out like this (a visual guide in game is included if you flip the paper around, although it’s a bit hard to parse)
You: Ally | They: Ally - You gain 1 point, and 1 chip (Trust with opponent increased by 1)
You: Ally | They: Betray - You lose 1 point, BUT you gain 1 chip (Trust with opponent increased by 1)
You: Betray | They: Ally - You gain 2 points. (Trust with opponent is decreased by 2)
You: Betray | They: Betray - You gain 0 points. (Trust with opponent is decreased by 2)
Chips are the currency used for special abilities and shop items, and also to sort of soften the blow of getting betrayed.
The idea is if that you betray constantly, the opponents will lose trust with you. (In addition to some strategies that will have the opponent betray you after you betray them) So you might power through early on if you only betray, but points will quickly dry up as nobody wants to cooperate with you later on.
Every 5 floors you must meet a quota to keep climbing the tower. It starts at 3 points, and the amount added increases by 1 each time. So the point quotas are: 3, 7, 12, 18, 25, and 33.
You get an ending if you pass the quota for floor 30 (33 points).
If you never betray, you can also get a special ending. (I think it’s more interesting and easier to do a run where you do a mix first, though)
Really well polished and fully featured! I found it pretty easy to just rush the enemies with all my troops at once, if there were more cases of enemies in groups I think I'd have to engage with splitting them up more. Ending was a bit unsatisfying, gameplay wise and narratively, although maybe I missed an ending or the point is to be unsatisfying. I think a final boss or something would have been cool.
Interesting concept for a hidden object game. I kind of want to steal it and made a detective game where you swap between past/present/future at once crime scene now.
It'd be nice to have an option to cycle through flashlight colors with Q and E or something like that. Having to press buttons with the mouse feels a bit immersion breaking.
Basket Boy's sprite changes to be angry when you hit a fence because he's mad that you're keeping the egg (cursor) out of his reach. Getting stuck on walls occasionally was a byproduct of jank code but I didn't try and fix it since it felt like a punishment, since he was angry it tracked he'd be a bit rebellious... but yeah, a month in retrospect I'm not so sure that reads or plays well to the player. Especially with bigger player size upgrades it gets really annoying.
Thanks for playing!
Fun little arcade game! I really like that your vision at night is tied to the cars position because it forces you to be moving constantly at night so you don't miss any upcoming obstacles, while during the day you can just carefully plot your path. Makes both phases feel distinct, in a good way.
Maybe there could be some kind of mechanic where your headlights dim over time, and you need to collect batteries to make your headlights stronger?
Spent a loooot of time on this in the first few days of the competition rather than working on it throughout (like I should have...) probably like 8 hours per day. First day was spent on the dodge roll animation, eggs, egg spawning and their bullet patterns. Second day was spent on the day/night cycle, tilemap art, and egg timer animation. Third day doubled the number of eggs to have some to act as roguelike upgrades because I felt like "Day Time" was too uninteresting (Still mixed on some of these, and some might be buggy) Fourth day spent on some silly art stuff and polishing. :)
This is my second game project ever (Unless you could my scratch projects from ten years ago when I was like twelve...) Any advice would be appreciated! I really enjoyed this concept but halfway through I kind of hit a dip in motivation around day 3 where I almost wanted to scrap it and make more prototypes instead, but I'm glad I stuck with this.
Thanks for the advice! The blue pits are something I was mixed on too. I brought this comment up to a friend and he mentioned having animations run one frame each turn and having a number appear above pits counting down turns to when a grave/rock reappears. And that feels like the obvious solution in retrospect. Some levels might have to be changed to account for that but I think it’d feel a lot less janky than having random speed challenges.
And yeah, admittedly the undo button is only that weak because the first version of the undo button, while infinite and functional 99% of the time, also occasionally warped reality sending you to previous stages (graveyard rush was originally a 4x2 blue pit rectangle and it was too miserable with only one undo and real time blue pits so it got nerfed)
But I just made this as a quick learning experience, and while I think updating those two things would be a fun challenge, if I stop here I’m happy with the progress I made :)