Sure! It's not the top priority right now so it won't do much more than disabling dynamic lights and tweaking the scalability groups settings but I'll try to slip this task into next week's schedule.
I'll keep you updated.
Yes of course! I took a loooong break after the Post Jam #9 because I had put waay too much pressure on myself to get things done and I was a bit burnt out. But now I'm all rested, and development restarted two weeks ago. Controller support is really close to being done, I revamped all the menus, started adding basic settings and fixed quite a lot of bugs.
I'll try to put a new demo here before 2025, with a few new levels and maybe some bits of the story. I might also create a Steam page.
Anyway, thanks for showing interest in the project man, it's not much but it's always reassuring when people are interested in what you do. Helps staying motivated.
Hey man, I just tried it out again and it already feels a hundred times better! I'm really glad that I could help a little bit. The game feels much more immersive with these new sound effects implemented and now it isn't unbearably frustrating to fight enemies. Although now there aren't that many and the game is a little too easy, you could spawn a few more enemies. Otherwise, it's a huge advancement so congrats man^^
If you ever need any more feedback dm me on discord, my username is victordayet . Cheers
Hi, I had a great time playing your game! Hope my feedback will be useful:
Good points:
Signs and feedback issues:
It is really hard to understand what the point of the game is. I had to play at least 8 different times before finally figuring out the concept of “different foods make you win or loose points when they touch each other”. It doesn’t seem to be an easy task but I think you need to rework the tutorial in some way.
It’s hard to know if I’m actually winning or loosing. The top left corner indicator isn’t really the most readable. You’d be wise to switch it for a progress bar. I usually look at the score (and objective) near the end of the round - because I was too busy trying to make an effective disposition on the omelet. And in these moments it’s kind of a rush. So it would feel more fair if the information was more readable at all times.
In the first 10-15 rounds, since the game is going quite fast, there’s often not a lot of time to read what each ingredient does when interacting with another one. It’s especially an issue when we’re talking about a new ingredient.
I thought of a solutions for this: it would be to slow the time down when the player has been hovering on an ingredient for about 0.5 seconds without grabbing it. This way, he would have more time to read. But it’s not a serious issue since each playing session is really short. So I don’t think it’s a big deal if you don’t “fix” it.
It took me about 20 minutes to figure out what the inventory was. If I were you I would turn it into a fridge (or rename it “the pantry” instead of “inventory”) and remove and ingredient from it every time it appears on the conveyor.
I only saw that there were linked objects after playing for an entire hour. It needs to be more obvious. Make the grey-brown of the buttons lighter when hovered and I guarantee that it will be 10 times easier to understand. (I know that the outline already turns yellow but it’s not visible enough)
UI issues:
To summarize, the game is already fun at it’s current state. You did a great job of balancing the different “pantry upgrades” as I like to call them. Though there is still quite a lot of work to do on the UI and the clarity of the game.
Have a great development journey, you’re on the right track!
// oh and I hate to ask for it but could you try out my game? I was really counting on this jam to get some feedback on the difficulty and the intuitiveness of the mechanics and I’m kinda low on reviews. I’d really appreciate it if you found the time - even after the jam, I don’t really care about the scores and ranks of the jam. It’s more about exchanging valuable feedback. Thanks for your time man, have a nice day ;)
Hey man! Thanks for the feedback, really appreciate it!
- About the music I can't really take the credit for it as I found it online but I'm glad to hear that it matches the theme of the game, I needed confirmation so now I'm fixed.👌
- You are completely right about the lava. It's not a forgiving enough mechanic right now. You touch it, you die, are teleported to the last checkpoint, and all of the enemies respawn. It didn't really think about this before but it is really frustrating to miss a platform.
I'll fix it as soon as possible, for now, the plan is to have an instant respawn to the last place where you stood on ground and 20 to 30 damage (on 100). I'll tweak the values with playtesting later.
- Just to make sure (because my english isn't the greatest), when you say "wobblines", you're talking about the quake-like camera tilt don't you? If you do I think you're right. A game should never, in any case make the player sick, that's just common sense - I have no idea how I missed this. I'll add an option to change the camera tilt intensity as soon as possible.
- Yes, sorry about this bug, I'm actually developping on a french keyboard (which has a different key configuration) and I forgot to rebind the keys for a normal qwerty keyboard before building the game. Hope this didn't spoil your experience too much. It's all fixed now, took me five minutes tops✅
Oh, I almost forgot! I was wondering if you were inclined to share your best time with me. I'm starting to ask myself if this gold medal on the first level isn't a bit too hard to obtain and I need actual data.
Anyway, thanks again for taking the time to try out my game and for all of your insights. I think that the feedback you gave me is really valuable so it's really great of. I probably won't play it before the end of the jam (because I still have 4 games to rate in the ratings exchange) but the art style of Bricked Up is really cool I'll try it out real soon.
Until then, have a nice development journey!
Hi man, I think that the concept of an arena fps where you can basically destroy the whole map is really cool. The idea has a lot of potential and could very easily turn into a successful game if executed well enough. But since this game was made in two weeks, from what I can see, it really isn’t yet. The movement is really cluncky and the sound design needs to be reworked
(I know I’m being harsh but I do have valuable feedback to compensate :)
Otherwise I did enjoy this game quite a lot and intend to try it again when you fix all of this. Thanks for making it :)
Hope this helps, have a nice development journey!
Hi! I got stuck pretty early in your game so I don’t have a lot of feedback yet. I’ll try it again and send you more when the issue is fixed :)
So for now, here’s what I have to say:
Positive stuff:
Bugs:
I really suck at puzzle games so here I might just not have understood what I had to do, but I got stuck here and I think it is due to a little programming mistake on your side.
When I got the gravity upgrade after completing the right side of the puzzle, I got stuck because I couldn’t jump to the middle platforms. I think that the upgrade was supposed to divide the gravity by 2 instead of doubling it. Sorry for assuming this if I’m wrong but I really got stuck here for about 15 minutes and couldn’t figure out what to do. (the button just before the door didn’t seem to work either)
Missing collision here on the right side of the player, I fell out of bounds
Things to improve upon:
Overall, this was a very enjoyable experience. I think the game has a lot of potential. Keep working on it, improving stuff, polishing things... and I think one day it might become a successful game on steam :)
The concept of scaling up and down a ball is quite good: it’s simple and could lead to pretty cool gameplay if exploited correctly. But I think it isn’t in “Ball!?”. The game is way too easy and feels like a puzzle-platformer even though it’s not. If I were you, I would either completely go down the route of shaping it into a puzzle game, or I’d focus uniquely on the changing the ball’s size and jumping mechanics to make it another genre. For exemple it could easily be reworked to be a geometry dash-like game where you die when touching the ceiling and the left side of the screen and need to get to the finish line. Before working on anything visuals-related, you should really focus on designing a primary gameplay loop that is exploits the scaling idea at it's full potential.
But just so you know, I’m just a hobbyist. I have no background in game design and you shouldn’t take my word as the ultimate truth. I’m only giving you my honest opinion on the game and some ideas on how to shape it into something (hopefully) better.
Have a nice and enriching development journey ^^
Hi everyone! I joined this jam to have a deadline to get things done for my game. I've been working on a Boomer Shooter for the last 6 months and I feel like things taking more time than it should. So I hope this jam will help me have a two-weeks burst of productivity. And hopefully I'll get some good constructive feedback or clever ideas to improve my game like I did last year.
Right now, the game more or less looks like this:
I'm saying "more or less" because the video is actually from 2 weeks ago, and I've made significant progress since then. But unfortunately I can't package the game because my 8GB of RAM keeps making this error evey time I compile: (RAM saturated, I cleared one poolthread to make space in RAM, poolthread was actually essential, compiler crashed)So yeah, that's problematic... so I upgraded to 16GB 2 days ago and it should be here by the end of the week. I've made a copy of the entire project this morning to be able to compile the project from today when I upgrade and I'll make a before/after at the end of the jam :)
Anyway, here are my goals:
Anyway, enough about my game, I'm curious to know what you are commiting to do. Last year at the beginning of the post jam #7, a guy named Cas Windsor made a similar topic - I actually named it exactly the same as he did, to his credit - because I'm pretty sure that most of the people who publicly and explicitely said their goals at the beginning of the jam, got a burst of motivation and worked harder than they would have otherwise. Sometimes, putting your goals out there and letting your ego at risk can really help push you forward!
I can't wait to hear about your plans and see what everyone creates!
Have a nice and productive game jam!
(my apologies if there are some english errors in the message. It is not my main language, but I have tried my best:)
Hey! I just finished Cryptis. The pixel art is really good and so is the general mood of the game. I really feel the DOOM vibe but it’s also kinda mystical too. I really like it. However I did find quite a few issues that I thought would be nice to report so here I am.
Again, Cryptis is a really cool game. Sorry if I’m being a bit too direct with my feedback but I really want to help you make it better.
Have a nice journey of game development :)
Hey! Sorry for responding so late, it's been a while since I opened my laptop. It's great but are you sure about the chest stuff? I mean, almost all the fun in your game comes from going really fast and killing enemies. I'm not sure that having 2 different ways of upgrading your player is really going to make the game better. The simpler, the better. Having just an upgrade system where you choose between 3 randomly selected upgrades in a pop up menu seems to be a better fit. I mean, it doesn't break the flow of the game and it seems easier to implement.
Again, I'm really no game designer and I might be giving you terrible advice, so trust your gut if you don't like the idea.
Have a great day :)
Hey, great demo! First of all, the movement is extremely smooth and easy to pick up: in 2 minutes of gameplay, I had already mastered it. And I can see that you've put a lot of effort into making the menus look good :) So yeah, it looks really promising. I'm sure that if you keep working on it, this demo could become a really great game.
Of course, this is only my personal opinion, but a lot of things still feel a bit off:
Sorry if I seem rude in this comment; I really just want you to succeed, and I’m convinced that just telling you to “keep going” won’t help you as much as a real critique of the game’s design.
Anyway, I hope that you’ll have a great day and that my advice has been at least somewhat useful.
Hi, thanks a lot! Here's a link to the game: https://victor-dayet.itch.io/flap-in-3d
Hi, really appreciated the overall experience,
Problems:
- The mouses keep attacking the player after the game stops
- The game would benefit from some variety in sound design (random pitch and volume in range for sfx)
- Game needs a little work on the movement, there's a great free "game" from Mark Brown that could help you balance your 3Cs https://gmtk.itch.io/platformer-toolkit - This last advice is probably not that good but I think it would be great to add some silly stuff in the game like laser eyes for the cat or something…
Yesterday, I went home at 6 p.m. and left at 7 a.m. this morning to hit the road. A normal person would have slept, but I couldn't. I had received so much feedback (not that much, but enough to make the game significantly better) that I couldn't do anything but work on my game.
I didn't sleep at all, but I think it actually paid off, and I'm really happy with how the game turned out. Here is the list of the improvements and bug fixing I did yesterday:
Without all of your comments, I wouldn't have been able to make the game so good, so thanks so much again!
I still didn't have the time to do everything I wanted, so here is a list of things I plan on adding to the game:
Anyway, please check out the game (even if you already did); the game really feels 10 times better :)
Right now, the chef looks like the left one (kinda) but it doesn't really fits the rest of the art (kitchen aso..) I thought maybe smoothing the chef like in the center would help but if it was intended, maybe using ico spheres instead of UV spheres (right chef) would fix the problem since the tomato is made from an ico sphere too
Hi, it was very nice to play your game. It looks and sounds really good and it's evident that there's great potential in it.
One tiny suggestion would be to incorporate movement with the AD keys but otherwise I'm struggling to come up with any other improvements for the game as it is so polished.
Looking forward to seeing more content exciting content in the future!
Great game! I had a lot of fun playing it!
- The art style is clean (I love the menus)
- The music really fits the game
- The tomato is very fun to control
- The text bubbles add a lot to the game
- Although you can grab them, I find it really fun to just push chefs and make them roll to the put.
You should just try to smooth your models in blender (right-click, shade smooth)