Done! I ain't afraid of no download
Exploding Donkey Company
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Very cool, good satisfying attacks in fever mode and darn good enemy sprites! Music was very... atmospheric and dreary? Definitely a bit too hard with the sliding character controller and the enemy power. Fever mode helps a lot to balance that out but the moving, damaging blocks are too much and I would recommend not having the first enemies fire homing projectiles, that was a bit much right off the cuff. That said, I understood most of the mechanics pretty quickly, so the game didn't lose me or anything, just give some more space for a novice player to improve their use of the mechanics while moving forward instead of repeatedly dying and retrying. That was a lot but I assure you I had way more fun with this than this implies, fever mode is really fun when you finish off a group of enemies and the blink to the next to take them down too.
Alright so the game is fantastic. The art is outstanding and the audio is sublime, and the restricted view and exploration is very cool. The problem is the game locked in the midst of my 5th day. I went out as always and snagged some wood and tombs (what?) and returned because my sanity was dangerously low, as it never recovered at all as every day past (how do you get to the end of day 7 if you just lose your sanity too fast?), and upon entering, I got no dialog and tried interacting with the guitar, and it told me to go outside to get supplies, to which I could not interact with the door no matter what I clicked or pressed. Additionally, before this (I think in the same day) I had a dialog with an unclickable "Next ->", and I don't really know how I got past that, but I did only to lead into the aforementioned bug. Sorry most of this is a bug report, but yeah the game is really bloody cool.
Also, where's all the ratings?
Holy cow, this is peak! Great, clever, and well done! I encountered no bugs and had no relevant gripes and got this ice cube united with his family! But seriously, clearly you have an eye for both game mechanical design and art, as this game looks great, sounds (really) great (chill), and is fun. I especially liked the waterfall sprites and animation, beautiful glistening in a 1-bit world. Is this actually the first game you ever put out there?
Very cool and well-written! Graphics look great and undeniably 1-bit. Connection to the theme could be stronger. I chose not to shut the computer off every time and agreed to help Meril, dang! I was sad it ended so early, I wanted to know where it was going to go from there. I suppose that is a game jam tradeoff, and you chose short but polished. Nothing wrong with that, actually, but if you could do that in 1 week then why not work on the game this next month? I think the results would be fantastic.
Alright fear not, it does work now, you see, I had to toggle one of those stupid proprietary keys on my keyboard for some reason. Yeah I can successfully repel the onslaught of snow with the power of my top-of-the-line, genius math skills........ and by that I mean I still failed almost as fast as when I couldn't type anything, but this time it is definitely a skill issue, lol.
F. U. N. That's what this is. You are definitely a guy who knows how to make a simple game fun, once the upgrades (and the xp) start flowing, it just gets better and better. Basically play the Goku looking guy for the dog and always be on the lookout for the temporary powerup that sucks all the xp to you.
Anyway, cool soundtrack but rudimentary graphics--drawn well and distinguishable, but static and stiff. I'm sure you would have animated more with more time. Good job
Fantastic visuals and sound, chef's kiss on that dithering! I liked the perspective and footprints, and also the way you portrayed trees with shadows and stuff was actually pretty cool. The main problem is that the game effectively requires exotic map knowledge to actually beat (or at least in a timely manner), as I completed events out of order and wasted approximately 10-15 minutes walking around and backtracking to finally trigger a dialog that didn't fire the first time I was in the area. Also after I found Curt's car was gone I left through the east gate and walked through a large empty field (which I had already walked through twice) and could not seem to win or anything. Shrinking the map would be a good play, but also playtesting outside of the time confines of a game jam would allow you to hone in the map and objectives to be "just right" for new players.
Very cool and a good lot of fun too! Simple enough, actually pretty hard, but I pulled through till the end. Definitely make sure to have the minigun rate outpace the sleigh's speed for getting through the sea of blocks. Also I would like to say that the game had some good game juice with the responsiveness with the gun and the block destruction, nice!
Very cool, when working with a swarming enemy game like this I would tend to agree with what the previous comment said--you want to keep enemy health to a minimum and responsiveness to a max. Turn four hits to kill to one, and play a little sound and have a little particle effect when the player gets a kill. Yeah, put a machine gun in. You will have a better time balancing that, as in, give the player a sense of power to fight with and then scale enemy difficulty with later waves. Currently I feel as though my slow, single-shot weapon is ineffective and spent most of the game running and not bothering to shoot.
Anyhow, good job and good luck for the future!
Alright I'm gonna be real I don't think it worked for me, I started the game and the snowballs started falling but no matter what I did nothing would happen or interact. I tried hitting all kinds of keys (obviously including typing in numerical sums) and clicked but nothing happened. Given the other comments I assume the game normally works fine.
Very cool, and not really expecting an FPS but here it is! The setup is good but perhaps try making enemies more responsive to the player's bullets (sound + visual reaction) to give the weapons a more powerful feel. Love the shotgun. I understand the purpose of the use of transparency here but it ends up acting as a third color in practice, which I guess is a result of trying to differentiate the horizon in a 3d first person game.
Okay this was a heckin blast, the game does a good job in exactly what it promises--physics based snowball madness. I just loved setting up a bunch of enemies after a ball or two and then shooting one seemingly missing wizard ball, then after a brief moment of uncertainty, the power kicks in and the board is all but wiped after some ricochet insanity.
Good job! Had an occasional minor bug with the arena view button showing the arena but being zoomed in like the snowball view.
Nice with smooth movement and animation, and very good looking in a 1-bit style! The gameplay is initially confusing to those like me who haven't actually played Papers, Please, but after 3 violations I figured out what I was doing. I like the idea of this concept for Christmas presents, Santa's Customs Office. Music was cool but almost too climactic that it kept freaking me out thinking I was about to lose.
Chill and fun indeed, I like your art a lot! Nice buildings and good job differentiating things in a 1-bit palette. Fun fact, you can pre-fire down the map, with your bullets going and hitting things you haven't seen yet, which makes the game very easy.
Also sometimes when moving back up to the top row you get stuck on a tiny bit of collision, which isn't gamebreaking but is a bit annoying.
Long live Biscuit and curse those bloody geese!
Nice fun game here, sorry to rate it so late, but it is very fun, I liked getting good at dodging attacks and pelting demons with a shotgun. As others have said the enemies could use more reactions to getting hit, as you can't distinguish between a non-lethal shot and a miss. Great graphics and good audio. I like cheese.
Hey good job and thanks a ton for playing!
One of the main pieces of cut content in this jam was the adding of wear stages, where each room would be generated in Mint, Good, Mid, or Bad condition, which would affect the textures and props, adding more variety in the level. More props in general were also cut cuz, well, game jam moment.