I liked playing this one. I ended up being swarmed by a couple of minutes in, though.
CrossfireCam
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A fun project to play. I remember using Scratch at your age, making a primitive clone of the Pikmin games. Compared to my effort at the time, your talents on display here are impressive. I enjoyed the comedic timing of the hippo cronching down on a snack & immediately offering a comment. The comedic timing got better as the extra hippos increase in pitch for their cronch sound.
Allowing multiple seedlings in the inventory would make this game better to play. Or, a minimum effort that could be implemented in-place... Press E to open the shop. This would allow for more rapid-fire planting of seedlings without implementing the code for extra seed slots.
I think this idea's quite good. Out of all the game's elements, I was confused by the 'turning arrow on a swivel' element the most. To me, I see an arrow pointing in a direction and expect to be pushed there, with the timer determining *which direction* the arrow is pointing. But no, as I understand it, the ball needs to roll over it as it hits 0 and also is pointing in the correct direction. This game was a nice time figuring out the puzzles, and a creative interpretation of this year's theme. Nice job.
It's evident to me playing this that your team put much effort into this game. It's impressive you found a team this large, but I know from past experience that coordinating a team can be challenging with a time limit. You guys' talent for designing a great game are on display here.
The art is a cute pixel style, the music is the sort of thinking music that I could listen to for an hour, the game's mechanics are simple to understand.
My only constructive feedback is that the fireworks launching sequence could be better. I suggest rounding out this excellent game-jam entry by adding some animations. If dog fails, crouch down on all fours and whimper as the fireworks go off in the wrong order. If dog succeeds, have him sit and look up at the sky as all the fireworks take off at the same time, then transition to the result screen. Something like that.
(Thanks for rating our game, btw)
Thanks for the comment. I did try to prevent unforeseen problems with player config data or if the player wants to wipe their high-score. I found that during my days with Unity, a player attempting to load PlayerPrefs after a version change would sometimes crash the game if we had changed or added a config option.
A great attempt for the people in your team that you say haven't partaken in a game jam before. The gameplay loop is here, the art and music are here, atmosphere is great. The gameplay's difficulty can use tuning. I'd sometimes go wandering to look for sheep & there wouldn't be any. Staying to defend the building is not so viable, because sheep don't tend to come close & the enemies damage me more than I can hit them anyway. This experience reminded me of the night missions in Pikmin 4.
Cute & clear sprites, the gameplay experience is refined, but the challenge level is too high. I couldn't manage to pass stage 2. A hint system or better demonstration of the game's mechanics through a tutorial or extra levels wouldn't go astray. I enjoyed the game's description, I like some lore & effort being put in there.
I absolutely LOVE this entry! My favourite out of the dozen I've tried so far. The ending made me laugh aloud.
As a player there's a lot to appreciate: The gameplay loop is fantastic, the tasks are just hard enough to keep the brain occupied without being frustrating to manage, the music goes well with the fast pace, the graphics are excellent even at full-screen 1440p...
As a game dev there's more to appreciate. I found it so funny to notice that you set the game's noun on Itch.io as 'Installer' so the pre-load screen says 'Run Installer'! Very smart!
My only criticism is a lack of high-score. I'd like to know just how many CAPTCHAs I managed to dismiss successfully.
I rated narrative highly, because I appreciate the flavour text for all the different disasters that can take place. The game was fast-paced, and reminded me of the smartphone game Reigns - where the player must at times make unethical decisions for the greater good & avoid wasting too many of one resource.
Kehehehe, this was an entertaining little distraction. Found a way to avoid dynamite though - leave 'em alone until timer hits 0:20. Then, each time they start to walk toward the hut, spam click on the tunnel as the little bugger passes by it. A clone of themselves will end up inside the tunnel, and the real one will re-appear near the hamster wheel. Keep doing this, and Bob's my uncle, the creature self-destructs *without* dynamite this time. Utterly wonderful game. Thanks.
The game fully-crashed my browser around 1 minute into playing (Firefox). An impressive effort on your team's part to be sure, but, if I wanted to play Clustertrucks, I have it at home...
The truck's physics were funny to witness. Shame I couldn't join them as I kept having my jump inputs be eaten by being involuntarily launched into the air whilst running on flat ground, so my face got acquainted with the backs of trucks more-so than the roofs.
The controls in this one worked against me, unfortunately. Menu navigation with some keys, exiting a level upon completion requires Z and not E to leave, yet uses E to leave if a level is incomplete... I made it to the end of world 3, but didn't go further. I echo the first reviewer, controls need work. The appearance of the game and the music/sound effects were charming.
An incredibly fun game! It's very polished and had me coming back for several attempts. When I can spare time to play for longer, I'll return to try to clear the stage. My strategy became just spamming turrets in every slot, because in my opinion firepower is everything, and boosters make the ship too difficult to control.
I enjoy that you can switch between keyboard & mouse controls depending on the amount of precision you need in a given moment. A well-thought-out game, I like this one very much. The snake is well-executed - I note its ability to start rotating in a circle even after it's up against a wall. It's a satisfying player character to control.
Wow, this is absolutely incredible to see! The video was very impressive to watch. I loved playing the original Flash game, but its limitations have become more of a hindrance as I grew older. Seeing my most favourite Flash game ever being ported to a 3D engine with so much detail to the models, doubling the cast of units/buildings, well-thought-out game mechanics, and uncountable quality-of-life improvements... I'm so so keen to set aside time to play this properly!
This was a cool experience. It reminds me of the classic Papa's Burgeria, mixed with the control scheme of Surgeon Simulator. I would've played more of this if not for the controls being difficult to wrangle with - personally I'd prefer to have LShift and / for grabbing, because the pinky finger isn't in the way of trying to use WASD/IJKL. Rebindable controls are a must for any post-jam patch here.
The gameplay experience here is impressive to me for a jam game with a short time limit. This feels like something I'd see in an app store with weeks of dev behind it. That impression is helped by the little things, like how the music and sfx echo about while making your move. I can't see any flaws here, except that whoever set the Par score for 3-stars on these levels is way too good at pool.








