very fun game. I had assume more people would have done this type of game given the theme, but you were the first i played with this style of game. I would have liked the goal up front, and more explanation what each upgrade did. I will say the quickest way i found to get gold was to dig down then boost up (which i assume was on purpose). My only major complaint was that the word "core" broke the 4 color rule (not that it really changes the game).
e_sid
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It really does feel like what I imagine skying diving would be. I am also probably in the minority on this, but i kind of like how the lack of music makes the sky feels more empty. With all that said, i would have liked a coin goal to work towards or something to help me know if i had a good run vs a bad run (besides the death screen).
I think the visual glitches add to the charm and really makes it feel like a GB game. The character models also work really well for a game like this (also top tier walking animation). I do feel like the game feels more like cutscene than a proper game, but never the less i had an enjoyable couple of minutes playing it.
Thanks. The main way to gain more gold in later rounds is to upgrade cart speed and the chance for gold to spawn after one is collected (kart bonus upgrade). You then hold the turbo button and spam carts and hope the refresh is lucky. I did think about making a gold upgrade where each pick up is worth more, but I worried about balancing that. For multiple spawns, it def would have been something that is probably more fun, but i just didnt think of it when i initially started program.
Thanks, and happy to hear you like the song ( it was the last thing I did for the jam at 1 am in the morning, but it wasn't long enough, so i just slowed it down by x5). The cart and pickaxe were by design supposed to be the best/ most used tool, and i kind of new the others were not going to be as good. I do kind of wish i had a bit more time to balance them, cause some of the tools were almost completely useless (i.e. lantern was super situational). Not being able to send multiple tools was also more of a programming issues than a balance one, the array i had set up could only handle one tool on each line at a time.
lol it actually is a song references, just to "You're So Vain" by Carly Simon instead of "Your Gold Teeth". Autoshoot would have been cool and I did think about an upgraded where you would put a miner on a row and he would send out tools for you (albeit not as well as if you were choosing them yourself). The chain shots would have required a complete rework of the code, cause currently each row is assigned a tool when you send it out, and that tool id only can fill one index. I could have built a queue array that feeds into the active array, but seemed like a whole lot of work.
Excellent, by far my favorite game in this Jam, really well done. The only thing that looked wrong about the graphics is I think the cards break the pixel rule when they move (this is super nit picky and just really something that I couldn't not bring up cause I could not stop noticing it) . Also because the z-axis is does not change, the card that on top will always move over the bottom ones, which makes it kind of easier to follow.
























