I really really liked the mechanics :3
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The Greatest Biscuit Heist's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #270 | 3.520 | 3.520 |
| Gameplay | #359 | 3.440 | 3.440 |
| Theme | #367 | 3.600 | 3.600 |
| Overall | #713 | 3.167 | 3.167 |
| Enjoyment | #924 | 3.040 | 3.040 |
| Audio | #1077 | 2.640 | 2.640 |
| Visuals | #1234 | 2.760 | 2.760 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
The game is about risking your life to steal the greatest biscuit from a British museum
What code and assets did you not make from scratch during the jam (if any)?
The character and tilemap is from Kenney.nl, and some stock images from Google for the main menu, death screen, and win screen. Sound effects and music are from freesound.org under Creative Commons 0
How many people worked on the game?1
Comments
As others have said, very frustrating but that's definitely part of the experience and just makes finally learning how to beat a particular section feel even more rewarding! I think some more sound effects (specifically for winding/unwinding the rope) would really help tie things together, nice job!
Thank you for playing! When I decide to work on this game again, I'm definitely either making the starting part easier or adding multiple (easier) levels beforehand, so the player can get used to the controls and the game's difficulty.
For the controls, I have no idea how to make them more responsive, since the unresponsiveness comes from the velocity you accumulate with swinging due to the physics. I think I will try messing with the speed variables a bit, and maybe secretly slightly lower the rope pivot point out of view as you descend, to help with the increased difficulty at higher rope lengths
I also agree that the music can get repetitive pretty fast. Thank you for the feedback!
This is a fun (and really frustrating) game! The art and music are nice, and I like the unique gameplay, but I think the level design could be a bit better. I also think having a couple of easier levels to start with could be a bit better so that the player could get that initial dose of satisfaction and keep playing. Other than that, great game! Congrats on the entry!
This game was so much fun and you should expand this concept if you could. Really neat concept and a really fun rage game. The controls could be a bit responsive though. Great work!
Couldn't get the biscuit though lol.
I was raging so much but finally I could get the cookie, when I saw it I thought "Yeah I'm a super player", then I discovered that I had to take them all the way up again... Dude... really challenging game! I wish the controls were more precise, I don't know if it's only skill issues from me but I thought it's very hard to keep the balance when you have to go in short places. I think the lasers are too fast in comparison to my controls, you could improve the speed of the controls or slow down the lasers. Other than that, the game fits really well in the theme, you made a good job!
Thank you for the suggestion! I should definitely slow down the lasers. The controls are quite tricky; they become difficult to maneuver due to the increased rope length as you descend. Increasing the speed would make it difficult to control when the rope is short in the beginning and after you get the biscuit, and also, it would encourage the player to swing in large amounts, which is what makes you lose control of your speed
Too tough for me to get into but it鈥檚 a neat idea! I don鈥檛 have the skills for this type of thing but I don鈥檛 know if it would work with any more control. Maybe the level design could be a little easier? My biggest complaint though is that the main gameplay song is dope once it gets started but having it constantly reset to the four beats of piano over and over and over again was driving me a bit crazy.
Even if not for me, I can tell there鈥檚 some good thought and effort put into this! Good work :)
I ended up getting a ton of fun out of this game for its relative simplicity. You might not guess from the screenshots alone, but this game is HARD! It's not unfair, though, which is what saves it. Rather, there is a really great inherent feedback loop where the closer you get to the biscuit, the longer your pendulum is and the harder it is to control. You really have to plan ahead and feel out the swing of your dude or else you'll end up careening into the next laser. The tension was through the roof when I picked up that biscuit and had to rip myself back out before the sweeping laser came back. The spin direction of the laser wheel was definitely a mercy in making it easier to get out than in was to get in. It felt rewarding to finally master the movement of the pendulum and get all the way back to the extraction point.
Great stuff!
It鈥檚 a little bit too challenging for me to beat, but the game mechanics are really innovative and unique!
Had fun trying it out. Nice mechanics. Maybe if the player would not swing, might make it easier to play. but just my opinion. Great work!
Nice work! It was cool how the game got more difficult as the rope got longer.
Love the physics control, Love how it looks simple and still being fun, not gonna lie very hard though!
How did you get this working so well.
The rope behaves exactly as you'd expect it to, making every death feel fair.
A fellow top down with player movement pivoted by a rope of some kind (:
Really good game!
Thank you for playing! The rope was very annoying to get right. At first, I used a SpringJoint and applied force to the player, but it was speeding up at random angles, and on top of that, it wasn't rotating the player sprite, so I scrapped everything and started over. I tried a PinJoint, which worked perfectly, except I couldn't adjust the rope length at runtime.. Then I scrapped everything again. I ended up using the SpringJoint and making it the child of the player, while making the player not a child of anything (previously, it was the child of the pivot). I simply adjusted the pivot position and SpringJoint length and rest_length (they both have to be the same value for some reason) without modifying any player velocity in code.




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