Thanks!
That one was particularly frustrating, though. All previous shortcuts were clearly visible, but this one wasn't.
The game is very novel, but sometimes it's a bit too hard to figure out what to do next.
Hi, I would like to base my game on the Non-Euclidean Game Jam. It was about making, well, non-euclidean games, meaning the games had to play with dimensions in some way. Does that count as a constraint for the purposes of the Revival Jam?
This isn't a game. This is AN EXPERIENCE.
I had a crazy theory in the first minutes of the story, about a potential end twist. I was wrong, and the actual twist surprised me.
[SPOILERS AHEAD]
At first I thought Mother Tiabata was the culprit, and only asked us to recreate the murder to frame us.
The reveal that the victim wasn't who I thought he was took me off guard.
Hi! I'm not sure I'll join the jam yet, but in order to make a decision, I'd like to know, well, what the title says. Does this speculative evolution have to be set in a fairly realistic sci-fi setting (either an alien planet or an alternate or future Earth), or can it be set in a more magical world? One where the environmental conditions are influenced by the presence of magic or other supernatural forces, and life had to adapt to it in ways that are impossible under normal laws of physics?
OK, super fun concept, but forget the Bard; the Shaman is obscenely OP. Place one at the end of the loop, you basically get a double turn. Place two, you get four turns. I got three easily, and could have added a fourth, which would have yielded a whopping sixteen turns in one. If you ever get back to this game, you absolutely need to nerf the Shaman.
Hi! I just joined the Marvellous Heroes jam, but before I commit to coming up with a game concept, I need a few clarifications.
- Can the game be about the Marvel universe specifically, does it have to be? The same question goes for any other IP.
- I assume that the game doesn't absolutely have to come with a default setting, but if it does come with one, does said setting have to be the usual kitchen-sink universe based on the real world? Or can we get a bit more creative in that department?
I definitely felt on the edge, that's a good sign. It seemed to me that the boss has lower health than regular enemies, which felt weird until I realized he's revived after a few seconds.
The hammer is clearly the superior weapon in this game. I really like how it works, too.
Very good job on this one!
The game is full of bugs, but I playtested it many times and never encountered the ones you describe.
The purple enemy in the jump power-up room is resistant to normal bullets, you have to beat the first boss to acquire the charged shot and kill it :)
As for the size of the window, there is a delta of 10 pixels. I don't get why, but this seems to be a Java thing. Instantiating an x * y window causes a x+10 * y+10 window to appear. I had to account for it.
OK, keeping in mind this is a scuffed version:
The boss fight is super easy. Like, far too easy. I consistently defeat it without moving at all, and it doesn't feel like much of a challenge. But the idea of fighting a boss on a crumbling dungeon floor is good.
At first I thought the absence of sound effects wasn't a big deal, until I realized the music is rather short and doesn't loop. This would be a major improvement.
I really dig the visual style, though you might want to make the boss and its bullets stand out a little more, with a black border for instance. The game is readable as such, but a little more contrast wouldn't hurt.
Anyway, good job!
The inner game character feels extremely heavy, but maybe that was intended.
But the main issue I see with this game is the lack of a warning sign that the boss is coming in. Did I miss it? If I didn't and there isn't any, it makes the game unfair.
Good idea, and funny too, but there's room for improvement.
The game seems to have potential, but it lacks warning signs for when and where a new enemy is going to spawn. I lost far too many times because an enemy spawned next to me or beneath me after a jump, and I crashed into it before I had a chance to react. I couldn't get to the boss because of it!
Good job, but there's room for improvement.
I didn't feel like I needed to play, to be honest. I played three times, and once the big ball was broken, the ball almost never got near the paddle, and it hit the goal more often by chance than because of my input.
So all in all, Pongy nails the theme, it has potential, but it could be improved. By slowing the debris down a bit, for example.
Great job!