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Jogglebrott

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A member registered Jun 15, 2023 · View creator page →

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I also found the quickly draining Mind bar to make the game overly difficult. And the range isn't that large on the ability to pick up items. Other than that, a really good game of course! Good variation with items to launch at the enemies and the grappling hook inclusion was a good idea too.

There are a lot of ways to fight the enemies which is great. I was originally just directionally 'flinging' the smaller enemies and the orbs at the enemies then realised you can drag them onto them directly instead but was pleasantly surprised when I realised you can grab them and smack them off of each other or onto the walls. I especially liked being able to use the highly durable red cube creature to spam clear a room.

Very nice intended implementation of the Psi powers. I especially liked the ability to straight up tear off pieces of the wall. I could not seemingly hit the enemies directly with chairs and the likes though and the deflection with the 'F' key did not seem to work either.

I really enjoyed this game, it may be the one I had the most fun with for this jam. I of course instantly attacked the poor beavers once I knew it was possible. I found it really cool how you could 'surf' on top of the beavers if you wanted to - we're too fat/heavy to give them some lift while holding them but we can perfectly glide horizontally on them.

I noticed that issue when developing the game using the Compatability renderer in Godot but it no longer did it when I switched to Mobile so thought it was fixed. However, it looks like the WEB version of Godot games are forced to use Compatibility so it returned.  Thank you for playing and commenting.

You're right I absolutely shouldve added a crosshair. It was something I thought about a couple of hours before the deadline but I knew I didn't have time to work on it further. Thanks for playing and commenting. 

The visuals in this submission are really unique and what initially drew me towards it. That and the fact that it's a 3D game which is always a positive to me. I did struggle to grab the enemies at times and I think it may be due to the perspective from the camera angle.

The art is perfect. I do think it would've been nice to have a victory screen or 'win condition' but I believe the short 72 hour development duration was a factor in preventing that from being possible.  I accidentally ordered the students by their preference rather than against their wishes initially so I couldn't have done a worse first attempt! 

While it feels short and almost like a prototype of a game (my submission is the same short prototype vibe, so no complaints here) the content we do get to experience is good. The way that you control the enemy directly with the mouse after clicking them to use them as a weapon feels right and fluid to me and I think the character art is a highlight too!

I like the choice to make it so you can be given multiple chances and buy upgrades when you die. I agree with another comment where it would have been nice to skip the intro dialogue but it's of course a small thing and doesn't diminish the overall pleasant experience.

Scam. Not at all relevant to the jam and is not free. Shameful stuff.

The art is amazing - the hud elements that appear such as your score/combo are so perfect and remind me of Hotline Miami. Gameplay wise, the game is also solid and has very easy to understand mechanics which seem clear of any bugs. It is impressive to have such a well put together game in such little time.

Glad to see another game which is 3D and has a focus on lifting up enemies with telekinesis. I can see that you developed yours further than mine by allowing the ability to throw enemies directly at other enemies which is a solid use of the limitation. Good, intuitive controls and the actual telekinesis doesn't feel clunky like mine!

Great entry. The artwork is very impressive and feels professionally made. If I had any constructive feedback it would be that I think it would've been better to control the angle you will launch the bugs by the actual direction of the mouse rather than the inverted direction (move mouse to the right it'd move the line that direction instead of left)

I found this game enjoyable, sure it may be fairly tough but the visuals are pleasing and the core mechanic of using a sort of 'tether' (tendril) to grab an enemy and launch them at another enemy is innovative. I noticed that the 'software used' mentions Visual Studio Code (and no game engine) - I find it extra impressive if the game was written in a custom game engine.

Thanks for your feedback. The plan was to replicate the Sand Bird level from Sunshine just with a twist to deliver packages while trying to stay on this unruly bird. But I ran out of time so just had to slap together a much worse version of the game than I intended! 

Good use of music and I like how it was a more story focussed game than some of the other games I have played in this jam. I agree with a few others who have mentioned that it is on the shorter-end in terms of length. It would've been nice to see a transition to another scene or world (perhaps during that 8 years later part). 

This is one of the games I've played which went heavier into the story - and it worked out very well. I think the card game was very simple to play and "win" against the TV so I don't know if there were any special outcomes for losing but come to think of it that was probably intentional given that ending!

Great use of the VCR rewind, forward and play feature within the actual TV asset. You've got to use your brain to get far in this game, which may be a bit of a struggle for some people - not naming any names (absolutely not me of course)

Thank you for playing, persevering enough to get to the end and letting me know of these three major bugs!

Thank you - that is insanely impressive. I'm going to try and find some good material to view and then see if I can understand how to implement a similar feature in a blank project just cause I'm very curious to see if I can.

Very impressive submission and I hope people rate the "Mechanics" section high as it was a great idea to implement the whole x amount of jumps per level based on collecting the feathers and the scanning for the channel mechanic too. Maybe a small consideration would've been to have the player move slightly faster in general as I felt quite slow but that's a very small nit-picky "complaint" from me.

The use of a properly interactive controller with button presses (and on the TV itself!) is the highlight for me as that was going above and beyond for the immersion into the game. Also a big fan of the cutscene type situations like the unknown person coming behind you to finish you off when you fail. Very clever submission!

The level of interactivity with the in-game world was a big positive to me, even something as small as being able to open drawers and wardrobes adds deeply to the tone of the game.

Thank you too for your kind words. And you make a good point!

Congratulations on seemingly being the only play in browser Android game. It plays pretty well on my android phone - i didnt expect any mobile friendly games at all so its a good surprise. My favourite unique part was the TV shutting off type effect when you die/restart. I wish I'd thought of that for my submission! 

Thanks for the behind the scenes look at how it works!

Thanks! I was planning on adding "animal crossing" type sfx when talking to Rattle (scarecrow) but I ran out of time.

Good suggestion regarding the safe zones - it would've been good to have some areas that co-exist in both channels. It could've been a good way to adapt the optional checkpoint 'treat' from the jam too.

Definitely - I should've made it so that you can attack while moving. Thank you for playing! 

I've seen quite a few games on itch over a couple of years but none of them have had such a perfect vibe. I feel this could be a very well relieved full release on the likes of Steam if you were to ever to that route. With slightly refined controls of course!

Good work on the main menu in particular - though I'm always going to be a fan of intro cinematics and interactive menus!

Someone went above and beyond, putting three games in one. You really made good use of the 'playing through a TV screen' sensation and the animations for moving or pressing the button on the joystick really tie it all together. Just like with flappy bird in real life, I was terrible at Jumpy Bee - I'm more of a Space Survivor it seems!

I like the use of the camera perspective for this game, and the actual gameplay of trying to shoot the enemies before they reached you was also nice. If I had any feedback it would be: 

  • Make use of some power-ups. I thought that's what the lightning boxes were at first or that the locked boxes meant that there must be keys somewhere to make use of them.
  • A potential 'fix' would be allowing the player to shoot the enemies when they are located right on top of the player. Right now, for me at least, the bullets seem to phase through the enemies if they're too close to the player.

My submission is definitely played within the TV screen - but rather than "you" (the player) going into the TV screen your character does and then they switch between channels within the TV.

Thank you! Yes, the semi-transparent platforms are intended to indicate which platforms are "in the other channel" version of the level - you can jump onto them if you press F to switch channels before landing on them

Thanks! I went back and saved up my upgrades until wave 4 and managed to get to wave 10 but failed on wave 10.

Very high quality game for such a short jam duration. Works way better performance-wise in Web build than I would have expected!

This is an absolute banger of a submission. The world building itself around you was the highlight for me - it made the world feel huge and I can't imagine how long it would've took to place each asset to make up the sections of the world. The narration over the gameplay and the camera angles were peak too!

Its always satisfying to see the enemies die in these type of tower defence games. I couldn't make it past wave three after multiple attempts - maybe I'm just not good at placing the turrets in the best positions.  We can't seem to move them after the initial placement, which would be good if we could!