boing boing
boing boing
boing boing
I feel like the water shooting animation goes on for a little too long.
Plus, a simple score counter would be nice.
Yes, I agree with both of these things. I hope you can forgive me for trying to bring the Gubbler to the people as soon as possible
I understand that only having 24 hours to work with is a heavily limiting factor, but this was still quite a lackluster experience.
Instead of having the game be a series of levels, you probably could've made this be one of those games with infinite spawning enemies you have to dodge. Have a small grace period at the beginning to familiarize the player with the unusual movement system, then ramp up the spawn rate over time.
Plus, by having the game be one level instead of several ones you proceed through by taking damage, it makes it less obvious that getting hit is the end goal, not a mistake.
Considering that you're working with an interactive medium, the least you could do is let the player do all the cool, important bits. Instead of taking away all control for an unnecessarily long cutscene (I feel like it could've easily been half as long), have them continue to try and dodge enemies, with no bubble to protect them, expecting the worst for the inevitable next hit.
Then they do get hit, and that's when they realize that they're invincible, and the bubble was limiting them the whole time! Having the player realize this themselves helps to hammer the point home.
As a bonus, maybe during that final scene, touching some of the black hearts reveals them to also be colourful ones, representing the good friends and lifelong partners you would've missed if you stayed in your bubble and cut yourself off from the outside world.
Several paragraphs seems like a lot, but I feel like everything I said above could've easily been achieved in 24 hours.
Thanks a lot, love your feedback. I wish I had the time and the idea at the time when working but I was running the game jam and taking care of two dogs which made it less than 24 hours technically.
Thanks again for your feedback :)
A short and neat game.
Although the Dash upgrade is a little useless. Your rapid fire gun is more than capable of deleting any bullets in your path, so dodging isn't that important, and as a traversal tool, it's only slightly faster than walking.
Plus I would've liked a little more enemy variety. Maybe have the diamond-shaped guys appear in more rooms instead of just the Dash boss room.
Thanks for the feedback! I appreciate it. :)
Pretty fun, although I think the Orcs can get a little too strong. Every time I lose a battle, it's almost always an instant loss, and when I do manage to survive, I'm left with a sliver of health, and I rarely get the chance to recover before more Orcs show up,
oops didn't mean to react
thanks! haha yeah I think my balancing was off
I fucking love Jaywalking!!!
Although the amount of points the "fulfilment" and "stepcount" medals don't exactly match their difficulty for me.
The cars are unpredictable, and going down is a little harder due to the camera position making you see less. Took me a few attempts.
For fulfilment, I simply had to stand on the other end of the train track, and move once I got the points.
Other than that, I think the art style is neat, and the gameplay's fun.
secret gorby train strats... i hadn't considered that when i was making it! people already have high scores now, so i might put like, a 4x train cap on it, where after 4 train dodges you just get a normal 1x multiplier instead of 10x. means people can still get the fulfilment via train strat, so people that already did it that way don't just Have It For Free. instead, everyone has it for free! and as for the medals, i really thought they'd be a lot harder... my best score was like 50k before i put the game out. y'all are crazy! i'll add some harder medals, for sure. ones that stand up to train strats! i'm glad you enjoyed it!
Disabling big Ari causes the game to crash when entering the next room.
Could use more variety than just an increasing amount of cameras.
Otherwise, decent game.
The big ari setting was basically just a throwaway setting that I put so that people won’t get annoyed with the character scrolling around, and so I never really got to test it. The crash is odd though since it was only supposed to make the character invisible. I’ll look into it.
For the variety of enemies though, I wholeheartedly agree hahah- The one you are looking at is a remake of a game I made in 2022, and I kept the core mechanics relatively unchanged, including the variety of enemies. (which are just the cameras)
I have definitely been planning for a huge update to the game for a while now though, currently nicknamed “1.3” and it will definitely include more than one type of enemy :3
Thanks for playing though! Glad you had fun with it.
I quite like the story, although I had some small issues with the gameplay.
The soldiers often wander off on their own to fight multiple enemies at once. My healing spell isn't enough to out-heal the damage, and my fireball spell barely makes a difference in combat. By the time they realize they should retreat, it is often too late for them.
Perhaps some sort of way to tell your troops to drop everything and come to you? Would probably help with the fights against Gruel as well, as they are often too busy fighting smaller enemies to focus on the big guy tailing me.
Obstacles aren't clear sometimes too, tiny rocks on the mountains and slightly bigger green stains during the final battle impedes your movement, but the former can get hidden during the heat of battle, and the latter blends in with the floor, which is covered in smaller green stains that DON'T impede you.
Storywise, I quite liked the message at the end.
These are valid points, they're just some of the things I've decided are features, even if they aren't the best game design. I'll try to explain them.
Soldiers will already try to return to you on their own if they need healing, but sometimes they just get surrounded. The ranged soldiers especially struggle with this since they try to keep their distance. You just have to go help them. And this gets harder over time when there's less sunlight and you recharge mana slower, but you also heal fewer soldiers faster than several soldiers.
Make sure you're lighting as many monsters on fire as you can for damage over time. With the magic ring on your left hand, you can hit several at a time.
And the obstacles are there just to get in your way, like the characters do sometimes. You just have to go around them, but when you're keeping track of several things at once it's easy to trip on something too big to step over. When I get stuck I just try to move in another direction.
It just gets a little tricky. Definitely things I would figure out better solutions for in future games. And I'm glad you liked the story, it's for sure this game's main strength.
Sun is a little hard to click on, especially when it's moving
Yeah thats actually something I'm going to fix in the next version
Pretty cool idea, although I had some trouble figuring out what "changing stages" meant during the first level due to the two stages having the same background
Maybe I should have created two different worlds in the first stage
Thx for play
Hey guys
Joined on 7/9/22