I think the descriptions of the rules could be a little more clear, but the password game-esc idea is still fun
Blob28895
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Great game but I think there are some improvements to be made:
I think that the Coconut minigame is fine, but it needs to appear less often, because it stops the flow of the game and since they appear so often I'm only actually shooting fruits for a couple seconds at a time.
I also think that the difficulty needs to ramp faster, because it felt like it was really difficult to lose.
I played until I got a 49 Million score and I thought the game was fun
Great game. Took me a while to figure out that only the dark colored parts of the blocks were what would be solid, and took me a while to figure out how to beat the levels.
One suggestion would be to have an instant drop and a slow drop like how most tetris games do. Sometimes i would want to drop the block to a certain point so i can slot it in somewhere, but the S key pretty much always brings it straight down to the floor wherever it is. Great submission!
This is incredibly visually stunning and a very creative take on the theme. I like this submission a lot! One thing that i think i would change about it is the camera angles, once you get onto the tower is very hard to get your character moving exactly where you want them to using a 4 directional input like WASD/Arrow Keys. I think the game would feel a little better if you were looking at your character with such a weird angle, or if the game was being played on a joystick.
Still though, great submission!
Thanks! I've been getting a lot of comments about the wall jumping and I think I know where I went wrong. Its using a radius from the players front to check for the wall, but that radius isnt covering the entire height of the player. I think what I should have done was use a boxcast for about 80 or 90 percent of the size of the player's sprite so that it would feel more responsive. I'll be sure to remember that for next time
I like the submission! This was one of the games that i saw in the discord and wanted to play once the submission period ended. One critique i have though is that its hard to know when im supposed to hit the note. It felt like if i waited for the edge of the arrow to line up with the box it was too late, and other than that i didnt know what i had to go off of really. I think it could be better represented where the arrow is supposed to be when hit, like how the arrows have silohettes at the hit locations in DDR or how there is a little grey circle in a game like Taiko no tatsujin
Great submission!
This is a fun submission, after all this genre is tried and true to be addicting. Although it does get repetitive after a while. I think the remedy the repetitiveness you could maybe have the timer be varying. Rather than just resetting the timer to full no matter what you could do something like if you only match 3 then it only adds 2 seconds to the timer but if you match 5 it adds 10 seconds. Or something like that. That way you can prevent the player from just matching 3s all day
If you really wanted to get fancy with it, then it would also be nice if the game had a system in place to assure that there is always at least one switch you can do to make a match, that way the player is never just forced to lose.
Good submission!
To answer your questions, I've been doing game dev for a little over a year now and how long it takes depends entirely on what skills you have and how much effort you want to put in. If you're an excellent programmer you could focus on making a very fun mechanic that feels good and just give the art to someone else and then bam you've made a good game. Or you could learn art yourself and that would take much longer.
As for learning art, I only know about 2D art really but the way I learned it is through repetition and through copying other people's styles. If you think that a particular piece of game art looks good you should look at it and try and determine why you think it looks good and what specifically is making it look good. Then try and think about how they went about it, then try and do something similar when making your own art. Personally I think its a good idea to start with pixel art, because when something looks off its super obvious what it is. For example if something is supposed to be circular, its immediately obvious why it doesnt look right because there is a correct way to draw a circle using pixels for every possible diameter. However, some people think sprite based art is better because its harder to notice mistakes.
Hope this information is helpful!
I think this idea of an increasing speed while trying to stay on track is really good, and the implementation of the movement is also very good.
The game would feel a little more complete with better visuals, and I think the idea you had for the camera snapping to the line was a good one although could have been implemented better.
Overall though, a game doesn't need to have great visuals to be fun and I think this game was definitely fun regardless. Good submission!
Thanks so much for playing! The way its fits the bloom theme is partially because you're defending the flowers until they bloom, but also through reticle bloom. Usually in FPS games when you're moving, jumping, or hip firing the area where your bullets can land increases and that mechanic is called reticle bloom.
I decided to inverse that here and make it so that you get reticle bloom while you're still, as opposed to while you're moving
Just a little bug to report, when playing the game and then returning to the main menu none of the buttons work for some reason.
As for my thoughts on the game, I also agree with some of the below people on the point that the confusion mechanic is a little too confusing. In the sense that it confuses the real life player maybe even a little more than the in game player character. On the other hand I think the style you chose is great! Kind of reminds me of undertale in a way and I didn't even play that game.
I loooove the art style here. I decided to play this one because of the images of it I saw when i was scrolling over the game on the submissions page.
As for the gameplay, I do think the movement is too slippery. Slippery isn't always necessarily bad, you can use it as a mechanic to make a game harder, but its important to find the sweet spot of how slippery you can make it to still have it be fun and still feel like the player has decent control.
Good submission! I was able to get a score of 48
I think the levels could use some work, they mostly seemed so close cut that it became an issue of timing instead of puzzle solving. I also think the jump may be too high or too floaty, jumping is such a commitment because youll lose almost all your light by the time that you land.
On the good side though i like the visuals and the sounds. Good submission!
The art and music for this are insanely good, other than that though I think the mechanics could use a little bit of work. For example, when i started the game I had no idea whether i was supposed to be purposely hitting the people or avoiding them, so I immediately game over'ed trying to avoid them.
Good submission!
This is definitely my favorite submission that I have played so far, it really is so polished and complete. Every member of your team did a fantastic job designing this, but especially your artist. This really does look insanely good for a 3 day jam. And the little pips gave me Ori and the blind forest vibes too which was nice because I absolutely loved that game. Amazing work and great submission by all of you
This was a fun submission! I was able to get a score of 69 (nice). I think the addition of being able to wrap your umbrella around to the other side of the screen is absolutely crucial and made the game much more enjoyable. I can see now that if you hadn't done that you would have gotten many complaints about how players were expected to block one piece of hail from the right side then move all the way over to the left to block another one. So good foresight on that!
I love the visual style you chose for this submission, although it was kind of hard to play with only a 13 framerate. All of my inputs would happen a few moments after I had pushed the buttons which made the game have a weird feel to it. I do think the concept is good though and your execution of your ideas was also very good. This isa good submission especially for a first game
This was a really good submission! The level design in particular is very good. You made levels that were challenging but possible which is the hardest part of making puzzle games!
A critique that I have is to make those crumbling platforms more obvious as to their purpose. I felt like I would consistently jump on one and not expect it to fall out from under me because the texture for it looks solid.
Great submission!
This is a funny game! "Water u doin?" is a hilarious thing to add when you hit someone with the water.
For some critiques, I think it needs a losing condition. As it stands the player will be able to play for so long that it becomes impossible to water all the flowers resulting in their score only going down, so there is like a parabola of scoring where youd be better off quitting while youre ahead. I also think adding a grass texture could give the game a much better look.
Good submission!












