This would benefit from some in-game guidance (even just “Press X or Z” would go a long way). Also, I see you’re using Godot. Why not export a web build?
aksommerville
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So gross!
This is pretty fun. The music is just perfect. And one really sympathizes with little dude.
There’s a few things that could be improved visually. The gray walls need better contrast against the grass. (a black outline maybe? or just different colors?). And there ought to be more prominent feedback when you press the footswitches. At first, I couldn’t tell that I’d even hit it properly.
Big thanks for making it playable in browser, with the dpad! Most games get that wrong.
There’s a lot I don’t get about this. Why “Sleeping Man”, for instance?
The pixel art is gorgeous. Did you make those, or did they come from an asset store? The look is spoiled somewhat by the parallax scrolling – the ground moves much slower than things that seem to be resting on it, it’s disconcerting.
The rotate-mouse-to-steer is a bold experiment. But I think you got a sign reversed or something: Moving the mouse clockwise moves the car the left and vice-versa – opposite what my intuition says.
I really wanted to like this one, but I just wasn’t able to last more than a few seconds every time, so didn’t get in enough to appreciate it :(
I don’t understand it.
The Final Score reported after the timer runs out isn’t the same as the one in-game. And I can’t tell how it’s getting calculated. It doesn’t seem to care which answers one picks, which is great because they mostly don’t make sense. But I’ve ended with a few different scores……. how?
I got the same problem Mr Raven mentioned on the Itch page – the game’s framebuffer is larger than the iframe containing it. You could fix this easily the in Itch settings by enabling a fullscreen button, or by setting the correct dimensions there. I ended up working around it by using dev tools to find the iframe and then element.requestFullscreen()
ing it.
Once the game gets running, it’s pretty good! If you were to build further on this, it would be cool to have lots of exotic shapes (the airplanes are great), and maybe let the player rotate them somehow? I could see it turning into a complex packing puzzle.
I really dig the graphics and sound (except the white-on-blue text, it’s a challenge to read).
This could be improved by making jumps terminate when you release the key, and by allowing horizontal motion mid-jump. As is, everything depends on starting each jump at just the right place. It’s hard to judge, and that makes it maddeningly difficult.
Also gamepad support would be a big help.
Overall, it’s a solid little game. Gives 8-bit console vibes, in the best way :)
Something went wrong today, for the first few levels Enter wasn’t working. But then it starting working, I can’t tell why. (keystrokes and mouse clicks were working as expected).
This is great! Just a nice simple typing contest dressed up in 90s-hacker vibes. A lot of care went into the production, it really shows.
And now I’m kicking myself for giving up at level 10 yesterday… of course, it’s victory after the 10th!
Real nice!
Gamepad support would make a big difference, I struggle with AD Space. Or even allowing arrow keys in addition to AD would be a big help.
Overall I think it was too hard. I never got further than the long horizontal red bit. Buuuuut that’s probably more to do with me fumbling with the keyboard, than with the level’s design :(
I really like how the music gets more intense as time progresses. More games ought to do that!
Works real nice. About the only complaint I could make is there ought to be feedback when the buttons are non-interactive. After you pull the slot machine’s crank, you can’t click a button or crank it again, makes sense, but it’s hard to tell when that blackout period is over. (but now i’m just nitpicking!)
This could benefit from Pointer Lock API (https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API). As is, we can only turn so far in one direction before the mouse reaches the screen’s edge.
This is hilarious! Honestly I’m surprised we haven’t seen something like this before.
I bet an AI is possible, and also enforcement of having to jump if you’re able to…. some tricky geometry to it but def sounds possible.
It feels too generous with jumping. I take it the rule is if the attacker’s first step collides at all with the defender, it counts. Maybe that should be if the attacker’s center is within the defender, it counts.
Awesome! I was really hoping to see the kind of formal combat from Clash Mastery in a longer narrative form. Oh man did this hit the spot.
Little Abhi said I finished everything, but there’s a wall and switch by the Tomb’s checkpoint that I never opened… is that reachable?
I hope you do build this all the way out.
I was skeptical of the control scheme at first, but came around. It totally works. Really makes you plan out, when do I run and when do I take a stand?
Love the background music too, and the blaster’s pew-pew sound is just spot on.
Main thing I’d change is the terrain hit boxes. Because the big crystals are angled so severely, it’s hard to tell at a glance where we’re able to walk. I wonder if you could change the ground under the crystals, like have it look elevated, to match the hit box more closely.
Overall, excellent work here. This is probably my favorite of the jam.
Fantastic! The squiggle-vision cutscenes had me in stitches.
Is the bread game incomplete? I played up to it twice and both times it stopped after two notes.
Only other thing gameplay-wise, is you might consider randomizing the speed of falling things in the ham game. The constant speed for everything plays kind of bland.
Overall I love it! Really wanted to keep going with it.
I love the low-res black-and-white graphics, really feels like a PC game from the 80s (in the best way).
This could really be something, if you flesh it out with quests and combat.
Oh and just so I don’t worry about missing something: Is 1000 years of darkness the only ending? I found the witches pre-ritual hiding in their cave, and like… can we interfere with them at that point?
Cool graphics!
This would really benefit from Pointer Lock API (https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API), you should look into that. As is, there’s an arbitrary limit to how far one can turn, based on the width of the window.
I missed a lot of jumps, I think due to pressing Up while the hero is bouncing. Ended up pretty much holding Up the whole time, which actually works out pretty good. But there’s an opportunity here to create more nuanced controls, like you ought to be able to do a tiny jump by just tapping the button, or hold it in to jump higher. And as cool as the bouncing looks, it really ends up being just a nuisance.
Nice work overall though! Especially those background graphics, that’s just beautiful.
Nice take on the basic survival game. I like the variety of powerups, like how the dog is a qualitatively different thing than say the laser.
If you’re going to keep working on it, you might want to add a texture on the ground. The flat gray makes motion and distance kind of hard to read. Just a little bit of noise on the floor should improve that.