Really cool, although I'm not sure if there was a goal? If not, I think this would make for a really interesting mystery game, where we travel through space and time to try and figure things out and piece clues together. Great voice acting as well. Incredible experience overall, congrats!
ilker12
Creator of
Recent community posts
Oh you have no idea how many times I asked "WHY ARE THE PLATFORMS SLIPPERY??" myself during development lol. I just couldn't fix it in time, I'm still really new to all this, have only been making games since the end of August. Also meant to add coyote time, never got around to it though. The first thing you mentioned does sound super cool, although it would break the levels quite a bit as it is. If I ever remake the game I'll definitely keep it mind. Proper physics and the damn platforms working as they should comes first though :D
WHAT EVEN IS THIS GAME DUDE? WHAT? Lol, I was so surprised. Don't read further if you haven't played yet, go play it. When I first started I was thinking, wow these are surprisingly good movement mechanics for a crane game then the "surprise" happened lol. How did you even finish this? Anyway, great game, had a lot of fun. Throwing containers around was nice and the part after was even better. Congrats!
Very well made, I love it. The last level had a good amount of challenge, but I feel it could have gotten even crazier with some extra stuff like speed boosts. Reminds me a lot of a Halfbrick game, I think it was called Gravity Run? Something like that. Anyway, I really enjoyed it, so congrats! Also, my game is all about speed as well, if you'd like to check it out :)
The game does feel unfinished, but you said in another comment you were travelling so I guess it's understandable. Also, just to make sure I didn't do something wrong, I just spammed space and then stayed in the batteries until I got to 100%. Is there more I missed or is that it? Either way, congrats on the entry!
Fantastic game, the last level was challenging, in all the right ways. I think I would've easily played 20 more levels. Really good design overall, I wish my physics worked as well as this does lol. Also, I've been told my game is kinda hard too, and seeing as I beat yours, I'd like to challenge you to beat mine. No pressure, just an invite. Oh, and don't expect the same quality, I'm still quite new :D
Dude if this is what you made with limited time, I'd love to see what you would have made in the full time. This is great, the controls are smooth, intuitive and fun. The art looks really good, music is cool too. Overall really good game, the only thing lacking is more stuff like different enemies and such. Congrats!
Thanks for playing! I agree on all points, being the only developer and only playtester, I obviously got really used to the movement myself and ended up designing the levels according to my own experience, some extra insight as I develop levels from someone with little or no experience would have definitely helped.
Thanks for playing! I would like to decrease the amount of frustration and that weird feeling the movement can have sometimes. I believe this genre of games should feel frustrating not due to controls or weird level design, but due to the player feeling like they can get it if they do it just right. That's something I'll have to work on for sure!
Thanks for playing! You are probably right, the levels might be a tad bit too hard. I didn't really get the chance to have someone else try the levels, and since I'm already familiar with the movement, I was just focused on making things that challenged me the right amount, which obviously won't match the right amount of challenge for someone who didn't code the game, lol
Really good idea, I love it! With some extra polish this could really be a great game. One thing I might add, I think this game could benefit from being a bit faster paced. It would be so much fun if we had to fend off much faster enemies, and higher in numbers too. Of course we'd need to be stronger too. Both towers wise and maybe additional powers to the player besides clicking? Oh and also, an indicator for what needs reloading would be a nice QoL feature. Congrats on the submission!
I really like what you were going for, but I'm not so sure the level design is quite on point. It feels frustrating in a way that you don't really want in my opinion. I'm saying this as someone who loves Getting Over It, I've finished that game over 50 times. One clear example I can give is there are these jumps where there is a slope going up to it, which peaks before you are supposed to jump, and then there is a slope downwards, where you are meant to jump, or at least that's how it felt. The problem with these, when you come up to them, you go flying for a split second, and then your jump input doesn't go through. I think apart from that sort of stuff in the level design, it's a really good game! Although, I'm one to speak , I designed levels for the first time in my submission and I'm not so sure I did very well either, lol
Really good game loop, very addicting. I would genuinely a full version of this, especially if it was on mobile. The art is very good in some places, and kind of not there in others, but that's understandable. I can think of a thousand things to add to this game, so I hope you do flesh it out. Very good entry, congrats!
The art is very cool! That's a lot of artwork for 7 days, and I'm not even sure I saw all of it. In my opinion the days are a bit short, I would've liked to explore a bit more. Also I couldn't figure out when I get to decide who is saved? Maybe I missed it, or is that part not finished yet? Anyway, I was going to leave Jeremy to die lol. Congrats on the submission!
Thanks so much for the detailed comment!
I'm not so sure about music disappearing, might be a web version thing, I didn't get to check for bugs in that version at all.
I completely forgot to implement audio settings, so that's on me.
I'm again not sure why the AI likes a certain side better, their code is extremely simple, just walk towards the nearest building, until in range basically. Maybe I just spawned more there?
I used to have a separate storm health bar, but I scrapped it when it broke with a change I made to the storm logic, and I didn't have time to fix it. The storms stop spawning waves once at least 3 crystals are destroyed, and the storm ends once all enemies are dead. The game doesn't make this very clear at all apart from one line in the instructions page, so I can understand the confusion.
This type of feedback is very useful, so once again thank you so much! I'm glad you had fun.
Thanks for the detailed comment! There used to be a storm health bar, but it kind of broke so I had to scrap it. Currently, the storm can only end if no enemies are alive and at least 3 crystal nodes have been mined. The game doesn't make this clear at all, so that's on me. It's only in the instructions as I didn't have time. Thanks again!
I'm not really one to play visual novels, although this did spark my interest, maybe I'll look into some. I loved the art, and I loved the music even more. One thing I'll say is the music cuts off a bit abruptly at times, maybe make it fade away? I didn't expect to like the writing as much as I did either, really good! I didn't have time to finish it though, I think 40 minutes is a bit long for a jam game. Congrats on the submission!
Cool game, I liked all the effects and the gameplay loop is quite nice, although my crops didn't seem to grow past what I'm assuming is the 2nd stage? Collecting them didn't do anything, and I did wait for a few minutes, if it takes longer than that I think it should be a shorter wait. Also, the bar at the bottom of the screen is interactable, just to let you know. Congrats on the submission!