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zwieb4ck

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A member registered Jan 01, 2024 · View creator page →

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Thanks for playing!

I struggled a lot with making the game fun... initially, it was completely trial and error and the safe zones which show you where you can switch without failing were added at the last minute.

I also considered a shader that gives the blocks a little opacity and white so they do not disappear and so you can better understand the level. However, since this was against the rules, I simply deleted faces to make you "look through" and rotated the camera a little faster so the hack was not completely visible.

I will maybe reiterate the game and use some of the feedback. thanks a lot for playing!

Thank you very much. I had a lot additional ideas I wanted to implement but since I am not very experienced in game development struggled a lot (and I mean A LOT!) by some easy tasks like "how do I get the animation to my character" "How does the state machine work in unity"

Thanks for hosting this Jam! Was a pleasure

Those safe zones were a last minute addition. While playtesting with friends one said "This is trail and error - I don't like games which force you to do so". Most people suggested to work on the minimap but I found an indication inside the world way more intresting.

The browser bug is an known issue but I don't know how this happens. After all this is my first game I have ever finished :D Thank you very much for playing!

Thank you very much!

Thank you very much for playing. I googled Crush 3d and I can see what you mean =)

Thank you so much!

Thanks for playing =)

Yepp - typcial problem of "I think this is to easy" after developing it for 100h and playtesting it like most of the time.

Thank you for your review and for playing it. I have a lot of trouble finding the right sound. I am not very good with audio but I found everything was coming together nicely. If you have some suggestions I would be happy to hear them =)

The idea was that you use the sideview to get a batter understanding on where you need to go and to flip gravity. Then you go into top view and choose a save area which then lets you figure out the way.

After some playtests I realized that people always try to run from the side view even tho I thought I had reached them they will fall. I was thinking about making a little more with transparency after the jam. So you could look a little more through. 

Fez - even tho I never played it - was the game I had in mind while designing the animations. Good catch! Thank you for playing

> Great use of the theme and color palette. Though technically these are more like Four Points of View instead of Two 😉Just kidding.

Thats what the gravity shift is for. With this even if you look from below it still looks like you are looking from top ;) So still 2 - top and side !
Thank you for playing

Thank you for playing and I am happy you enjoyed it!

Thanks for your review! I am still juggling with the idea of a full release. I still think the "fun" part ist coming to short

I am sorry =(

I know exactly what you mean. When I was halfway through, I thought, "This isn’t as much fun as I was hoping—it’s basically trial and error."

I think with another week of development, I could add more levels that capture the intended feeling. Things like buttons, levers, movable obstacles, and a shader to make blocks above you fade out so you can see through would make a big difference.

Thanks for your feedback!

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I will pack some things together and send you the repository! I was experimenting with AI so they do not run into each other trying to reach the point but this was a lot of stress and did not work at all...that's why I scraped the idea for now =)

What really stands out about this game is its style. I think the concept is fantastic, and the levels are well-designed. I found it very easy to understand, even without a tutorial. The background music only started playing for me at level 3 or 4, which caught me off guard, but otherwise, it was really well done.

That effect when you run into one of the balls, and the character gets knocked back, switches phases, and you see your body—it’s just amazing. Really well executed. I love it!

A truly fantastic idea! Of course, it’s not fully developed yet, but the potential is enormous. For example, I could imagine a completely overgrown bookshelf in the present blocking a passage. In the past, where it isn’t overgrown yet, you could move it to clear the passage in the future. Puzzles like this could make the gameplay really exciting and varied.

Here are a few additional ideas:

To make the transition between the past and present more noticeable, you could apply a filter to the background music, making it sound like it’s coming from an old radio. Alternatively, you could use a sepia post-process filter. These additions could enhance the vibe even further.

I felt like I was controlling both characters simultaneously. If that’s intentional, that’s fine, but I believe it would be more interesting and make more sense if one character remained in the past while the other stayed in the present. I went through the first door in the past and switched to the present. Afterward, I ended up in an empty room in the present with no door. I understand it’s just a concept, but you should consider making it so that the character in the present stays exactly where they are when switching between timelines.

Implementing the intro as a comic would be an excellent fit and add extra charm to the story. The basic idea of the intro is good, but I think refining the texts with ChatGPT could help the story shine even more and make it more emotionally engaging.

I’m excited to see how the project evolves—keep it up!

Wow, you really decided to go all out, didn’t you? RTS is such a challenging genre to tackle, especially if you want it to feel right. Many players grew up with games like Age of Empires, StarCraft, or Warcraft, and they’re so accustomed to specific controls and mechanics that even getting close to that level is incredibly hard. For just a week of work, though, you did a fantastic job!

I tried the second level, defeated all the black units, and then got stuck. I wasn’t sure what I was supposed to do next. Adding more clarity or objectives in-game would help a lot to guide the player and reduce confusion.

Overall, this is an ambitious take for a jam, and you’ve already achieved something impressive by finishing a playable RTS game.

On a side note, I recently created an RTS Camera Controller in Unity with features like adding units to selection, deselecting units, grouping, jumping the camera to a selection, following units, and more. It’s written in C#. If you’re thinking about diving deeper into the RTS rabbit hole, I’d be happy to make it into a repository and share it with you. Just let me know—happy to help!

Fun little game! I played up to level 4, and I wanted to share some thoughts:

First off, I really like the polished feel of the game. Everything fits together nicely, and it’s clear that a lot of effort went into it.

That said, I’d love to see some improvements, especially with the robot. Right now, its purpose seems to be just moving from point A to point B and serving as a target. Giving it more functionality could add depth to the gameplay. For example:

  • Allow the robot to pick up power-ups.
  • Introduce mechanics where it can build fortifications.
  • (What I think would spice things up the most): Make the enemies slower and add a minigame to collect data. This way, players could decide their own pace—when to focus on shooting and when to collect.

Overall, I really enjoyed the game, and I think it has great potential for further iteration. Fantastic work, and I’m looking forward to seeing how it evolves!

Ngl, it took me four tries to understand what I was supposed to do. :D

First of all, congratulations on creating something playable! That’s already a significant milestone. However, your mechanics could use some refinement. Here are a few points I’d like to highlight for improvement:

  1. Character disappearing to the left: When I moved to the left, my character disappeared. It seems like the floor has an edge, and the character falls forever.
  2. Wall climbing issue: On the other side, I was able to climb the wall by jumping repeatedly until I reached the other side. When I tried this with the ghost, it spun uncontrollably. Adding borders with simple collisions could resolve this issue. Additionally, the player controller could use some tweaking to improve overall behavior.
  3. In-game tutorials: Consider adding tutorials directly in the game. For example, when a player reaches an interactive area, display a prompt like "Press E to interact." This would make it easier for players to understand what to do next.

Take this feedback as a way to help you grow on your journey as a game developer. And don’t forget: you finished something! That’s already a huge achievement—far more than many people ever accomplish. Keep it up, and good luck on your next steps!

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Very interesting idea, the monster scared me a little.

For my taste, you could tweak the settings a little to make the character movement a little more fluid. I was running into walls and got stuck a few times. A label above the health and the ammo would have understood a little better what it was. I would love to see how much hp the monster has since I put 15 bullets into him and did not get any feedback other than I hit. And no! I do not suck =(

The soundtrack was really catchy =)

Very well made.  I really enjoyed playing it.

Some personal feedback:
Pro:
- art was amazing! So clear what you want to show on so few pixels with so few colors is impressive, to say the least
- the complexity and story of the game is also really good. I can see myself getting invested in a longer version
- the characters had a lot of personality which I liked
- I saw myself sitting with a Gameboy in the corner playing this game

 Con:
- I did not like the number of fights I was getting into. I wanted to go explore and I got attacked by bushes like every 5 meter
- You could lead the player better through the starting zone. When I wanted to leave I was looking for some guidance on where I needed to go. Just going straight up was not on my radar

Overall, it was a great game with a lot of potential when you want to continue it. 

You’ve created a great and fun game. The twist, where one character is practically top-down and the other is side-scrolling, offers so much potential for many more puzzles and—most importantly—the possibility to play it cooperatively. I think you should continue working on this idea after the jam. I can easily imagine that a game like this would be very interesting for the Nintendo Switch, especially as something to keep kids entertained on car rides.

You’ve integrated the colors really well. I’ve played quite a few games from the jam by now, but in your case, I noticed the preset palette the least. The soundtrack was very fitting and complemented the game beautifully.

I’d like to give you some food for thought based on what I noticed while playing, in case you decide to keep developing it further.

I’d suggest rearranging the levels as follows:
Level 3 teaches me the movement.
Level 4 would make the perfect second level. It introduces mechanics like briefly turning off the beam.
Level 2 teaches how the two buttons work together.
Level 1 is similar to Level 2 but felt a little more difficult.
Level 5 could serve as the first real puzzle level.

This order might give the game a more understandable flow, especially for younger or less experienced players who aren’t familiar with 2D platformers.

Personally, I feel that the sliding of the character when the speed drops to zero adds unnecessary complexity. I understand the design choice, but from a gameplay perspective, it can be frustrating when control is taken away, especially when precise jumps are needed. I’d recommend adding a friction parameter instead. That way, you could easily introduce ice levels as well.

The reduced fall speed is a great choice for new players, as it gives more time to aim. Similarly, the cube hints are a nice touch. If you’re considering different difficulty levels, increasing the fall speed might be a good adjustment for advanced players. I’d also suggest making the hints optional.

The only "bug" I noticed was that the controls deactivate when both characters collide. I imagine you experimented a lot with the kinematics and might have taken the path of least resistance when things didn’t work as intended. 

All in all, it’s a fantastic game—hats off to you!

All I was missing was some audio. Levels were easy to understand and doable without any frustration. The character controller was well made - you never felt like you lost control. The level design was also very good. Good job

I was also experimenting with something like this and I like your approach. Even tho we went in completely different directions I can tell you that the biggest gamechanger in my game was when the change in perspective was animated. it simply does a lot to where you are and what you see. I think when you are continuing on this game it has the potential to be something really interesting!

First of all, I want to say that I absolutely love the art you created for your game. It’s incredibly well done, with a recognizable and coherent style that makes great use of shading techniques. Amazing job!

That said, I did find the gameplay a bit repetitive at times. Both perspectives felt quite similar, and flipping through 100 images in the last level was a bit overwhelming for me. On the bright side, when I finally found the last image, I couldn't help but laugh and think, "There you are, you little trickster!" That moment of discovery was fun, even if it took me a while to find it tucked away in the corner.

This brings me to my main piece of feedback: With your artistic talent, I feel like you could create an even more engaging hidden object game by focusing less on just finding the right color and incorporating more clever hiding spots or interactive elements. I think it would really elevate the experience.

All in all, I think you’ve created a fantastic game that fits the theme perfectly. The color palette is spot on, and the fact that you completed it on time is an achievement in itself. Truly remarkable work—well done!

I agree with everyone else. Took me a minute to understand what I was supposed to do but once I did it made a lot of fun.

I could be wrong but does the special fish always come at the same speed? I feel like once you know where he will be it was easier to catch him. 


Nice art, fun little mini-game - love it!

I assumed that this was a design decision and I can see why. I think with inverted controls it could still be a challenge. Anyway! Great game

A great little platformer. You have done a lot of things right on this one! Love it

Did you know? There is a monster in your pound :D

I liked the game. Good controls and an interesting concept. Good use of the two points view!

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Took me a minute to understand. Interesting concept but for me hard to get into the action fast - which I would love to do. But I think this is mostly a tweaking issue.

Ie you could let them be stationary or keep their distance from the player. They are range enemies - there is no need to rush the player. This would make the game a little easier. You could also start with only red, then only blue, and then start combining these. You could also add green melee units as well as power-ups. A level system could bring it closer to vampire survivors in 3d and split view. 

These are just some ideas of what you can do to make your game more accessible. Anyway - great job! 

*edit btw when switching you lose one view of the game.  That results in one playing only one view and using it mostly.  Try some benefits to the second view like aim lines or something like this. With more information the player can do more decisions

Hey, thanks for your feedback! The addition of the safe spots was done last minute. I had a few playtesters which became very desperate very fast. It became more a trail and error game. I tried to balance it with the areas and this made it way easier. But a lot of people still say it is too hard.

I like the approach. I think the difficulty is appropriate for a first level. But there is room for improvement. Enemies do not kill me and I can even use them as jump ups and the collision of some stars does not trigger. They are like objects in the world.

I like the art style and the clean design. Well made!

Ah ok when I pressed escape nothing happend. The game also went black after the ending. Maybe I had a minor hickup

Very well polished. I don't know if this was just bug or intended but when I destroyed the big ship I still had 2 more small ships left. I could not move anymore and they destroyed me. That felt kinda unfair.

Overall well rounded game. I would love to have a front mirror. It would help with collecting power-ups and evading asteroids. 

Good job!

Really funny game. It has a lot of potential for more complex puzzles.  Good job! If I could ask for 1 thing it would be an option menu to turn down the volume. The music was very loud for me and I had problems understanding the operator.
Dark ending tho... ;D

I would really like to try your game but I simply do not understand the controls or what the goal is. Can you give me some quick introductions so I can play it? Thanks

This is a beautiful game. And I want to give you some feedback on it. 

The gameplay is fun. It is an easy platformer with some little tricks. I found the overseer a little bit annoying but since you needed a second perspective I could understand why he was there. I had the issue that when I needed him he was far away and it took ages to get him close. If I then swapped perspective he was standing in the middle of the level looking at me. An improvement could be that you put him on a spline next to the level so he has a path to follow which he can do when you traversing the level. The camera flight when swapping is a nice touch but could be a little faster. 
The floatiness of the character movement is something I do not like a lot in a platformer since you often feel out of control. In your case, it was acceptable since the platforms you needed to reach were big enough.

The art style is very interesting. You once said in the discord that your eyes hurt because of the bright colors. I can now totally understand why! :D I love the models of all the props and the characters. It shows that coherent simplicity can work wonderfully. I maybe would have chosen a different color for the player character. Maybe the orange would have been a good fit. Sometimes in the shadow, I was simply not able to see my character.

I loved the soundtrack. I need chill music while playing a platformer. Very good choice! The jump sound was a little too comical IMO but I can understand this design decision. 

Overall you hit the theme and I like the game a lot. Good job

Btw I think you are missing a texture. I have gotten a white rectangle when I think there should be some UI element telling me what to do or who am I playing. It wasn't necessary but I wanted to mention it.

I love it. I would like to give you some points for improvement but I could not find any.  At some point where I was simply not getting forward, I was like "Do I quit and try later or...nah I will finish this one"
It sounds great, the gameplay is great, controls feel very good. The level design is thought through.

The only thing I would change after the jam would be the colors. The given palette just doesn’t do the game justice.