Ooh that could be a bug then! Oops!
NPJarcade
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Incredible game! Really well made and the overall presentation is perfect. Puzzles are clever and the tile swapping mechanic is easy to pick up and well implemented. Music is great too and I loved how the music adapts to different areas.
Bonus points for being able to 'swop' the other characters too, that made me laugh.
I remember Mouse Required from last year too was one of my favourites! Great job on delivering another awesome lowrezjam entry!
Very polished and well made. The note hits felt accurate and it was easy to keep up just by listening to the music and hitting the keys to the beat. The camera zooming in and out and moving around was a nice touch, and then when the notes start flying in on a curve it really helped to keep things interesting. All of the chiptune music tracks were excellent too!
I appreciate you adding a hard mode for rhythm game veterans. Now all you need some sort of BitDJ DDR controller peripheral :D
The artwork and sprites in this are fantastic, great job! I particularly liked the animation for running back to the bike after you fall off, that was a really nice touch rather than just respawning.
The sense of speed is great too, the addition of speedlines and obstacles wizzing past works really well and isn't too distracting at such a low resolution. It all feels great to play, especially punching and kicking the other riders and launching them into a tree! :D
The procedural animation is really impressive! I'd love to learn how to do something like this. Appreciate you adding a devlog showing some of the behind the scenes stuff.
I really liked the sense of power you get as you grow bigger and get new abilities, then being able to burn things and destroy the villagers was really fun.
Some of the effects seemed way too high-res for a lowrezjam entry but otherwise the visuals and audio are really good.
Love the animation of the player and spraying the dirt with the little hose was very satisfying.
I found the visuals a bit too busy so it was hard to see what I was interacting with some of the time, but I like the idea of not being able to see the levels properly before you've cleaned them. I just think the dirt and grime could use less colours to make things a bit more readable.
But overall this was a fun experience and very well made :)
This is really well made and a really cool game for your interpretation of the cleanup crew theme!
Impressive visuals that work really well for a low res game. I also like how the music blends to a different audio effect while not in gameplay and the menu transitions and overall juice were really polished.
And very inspiring that this was all made in GameMaker too! Great job!
This was very touching and impressive how quickly you managed to get the player emotionally invested in the story. I was sat on the end screen just listening to the music reflecting on life and death... It's a really good interpretation your chosen the theme and works well both as a low res game and a short experience.
My only complaint is that the player seems to have a lower depth than the bed, but other than that it was really well made.
Hey! Wow, thank you very much as always for such generous feedback. It's much appreciated! And 90 kills, that's very impressive!
Completely agree some of those little touches such as visual/audio feedback could have used some more work. I found it tricky to make the pickups more obvious with such a low resolution for sure. There is a sound effect that plays when the spear tips break, but it's very similar to the sound effect for when you apply them, and gets lost amongst all the squelchy stab SFX so easily missed! I agree with all of your points though, especially about the hp/stamina bar. There were a few things I didn't feel were fully polished and that includes the perk system. Water originally had crocs to avoid and fish to hunt, which would have made the sprint in water perk a bit more important.
I gave the player the advantage when it comes to spear range, so that might be why it seemed a bit inconsistent, and the billboard sprites definitely confuse the sense of depth! Also the red hue is supposed to be black for enemy kills but I must have messed up the code somewhere on the flash effect without realising! Oops!
All really useful feedback and lots I'd like to improve on for a post-jam version.
And in answer to your questions:
1. Enemies have two states (idle or chase) and a very primitive detection zone based on distance to toggle between the two states. They're randomly assigned either the player or another enemy as their target and then an alarm goes off every second or so to check who they were last hit by - the player, a dog or another enemy which allows them to change target. And then some enemies will spawn in the 'chase' state to make things a bit more random, and means they'll randomly fight each other without the player getting involved, which I thought was cool! In the same alarm they're also swapping between an attack or block state. They'll only block when their target is attacking and only attack if they're within a certain distance to their target. The range and priority of attack vs. block is also randomised so you get some enemies who are blocking masters and others who just go nuts trying to stab you.
I think it would be good to add some more states in future, such as fleeing when low on health, or dodging instead of just blocking half the time.
2. There are invisible spawners all about the arena which will only spawn enemies if the purge isn't active, the spawner is behind the fog and the total enemy count is below a certain amount. So they're basically spawning out of sight, but it won't ever spawn too many. Then they'll stop spawning during the purge to give the impression that everyone is being killed off by the dogs!
I hope that helps, and thanks very much for playing!
Great game and very challenging! I can see speedrunners absolutely demolishing this. The hardest part is trying to figure out the speed and momentum of the character. More often than not I'd fall down a pit just because I was still slowing down. The instant restart is a good feature though!
I liked the simple pixel art style and the lighting system is cool and adds a lot of polish to the game.
Movement feels great once you get going - took me a while to figure out wallrunning but it was really fun jumping around and the swinging felt nice and fluid too. I like that your HP is how many fingers you have left, that's a neat way to it without relying on a hud.
Also really love the art style and overall aesthetic!
Thank you for playing and for the feedback!
I originally had a system that looked at every word individually and my goal was to rate each sentence using a percentage of what you got right and then an overall score based on that, but I ran out of time to implement it properly so it just ended up being sentence by sentence.
Really fun concept for the theme. Movement felt really good and it was fun to whip around trying to quickly shoot the targets without missing a single a shot or hitting a civilian.
I would have liked a scoring system and maybe a combo that builds up until you miss a shot. I could see speedrunners going absolutely crazy trying to get a high score in this :D
Thank you for playing and glad to hear it made you laugh out loud :D
I love the idea of a little bonus reward if you're able to make the reporter say something else - I could add a task failed successfully bonus or something!
And I absolutely loved Picture Day! It's so hard to find these hidden gems when there are so many entries!!
I like the concept of having to count down in your head and reach the checkpoint as close to zero as possible, that's a unique idea for the jam. Agree the car accelerated too slow and I found the checkpoints were hard to see sometimes without a glow or any animation to them. The music was funky and fits the frantic gameplay well!




















