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Penguinja

25
Posts
7
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A member registered Jul 30, 2025 · View creator page →

Creator of

Recent community posts

Hi! I can talk a little bit about the playtesting and balancing aspect. For the team, I set a deadline of the of the day on that Friday for us to have a decent, playable build on itch, in order to leave us about 1.5 days for playtesting and polishing. The valuable playtesting mainly came from the non-programming team members, so basically just the people who were working on the game but hadn't actually played or seen it before. In addition to that, I forced every level in the game to go through multiple revisions, playtesting and providing feedback myself starting on the very first day.


As for the teamwork part, I can provide a little bit more detail. One important thing we had was a requirement for all programmers actively working on the game to be in one discord VC at all times. This helped facilitate the aforementioned claim system, since it was as simple as asking something like, "hey is anyone working on level select right now?" "no" "ok then no one touch level select." Despite all that, we certainly had merge issues. Most were pretty benign, some resulted in people having to redo work, and some just straight up deleted entire levels (those were very unfortunate, we had to pause all work and revert commits). On the last day, we didn't actually have much to put together since we had been assembling the game as we went (one huge help is that the game is levels-based meaning it's really easy to split up files and avoid conflicts). In fact, the game had been pretty much assembled since its first itch build (on the Friday night). Instead, what we spent the last day doing was having everyone do all the polish we could. Most of the team worked on doing final level touchups and decorations (and one person did SFX) while MrPuffyWuff and I (the experienced programmers in the group) worked on everything else the game needed to be done (work was allocated like this because we didn't want one of the inexperienced programmers to make a mistake on the last day and break everything). Specifically, on the last day leading up to the deadline, I made the ending screen, player death animation, and a few various other things (such as the sand falling sound effect getting louder the less time you have), and MrPuffyWuff made the intro cutscene and reverted a buggy commit which deleted 3 levels (he was up late the night before, I was not). So yeah, we generally try to avoid only putting the game together at the end and instead we put it together as we go. Anyway oops this a really long reply lol.

I'm super happy to hear that you liked the levels! For a lot of our team (pretty everyone except for me) it was their first time designing levels so I forced them to go through a lot of revisions. So glad that our hard work paid off!

Yeah. Programming person here, specifically, the cannons deal 0.8 seconds of damage. Originally, I set them to 1.5 seconds but someone nerfed them and I didn't realize (oh well). Also, yeah, it would've been awesome if they specifically did knockback, but it would've required reworking too much for the time we had left.

This makes me really happy! I spent a good while perfecting the player's controls and effects, so I'm super glad that you liked it.

Thank you so much for playing our game! Focusing on polish has always been something I've pushed for so it's really great to see it pay off!

As the person who did the controls and camera effects, thank you! Also thank you so much for playing our game!


And yeah, we had a lot of trouble with communicating the time in the hourglass to the player. It's definitely something we would fix if were to have the extra time. Thanks for the feedback!

Oops, yeah I know which section you're talking about. I believe the intended method for that section is to time all of your sand to one side before entering and just ride on through without jumping, but judging from this issue being brought up in multiple comments, we definitely should have communicated it better. Thank you so much for your feedback and thanks for playing our game!

PENGUINS

If you want itch to link your game below your posts, you have to turn on "display as contributor" in your project's admin settings

That bug was totally my fault (oops)

Thanks for playing our game! Your game is great too--I really liked the art style and controlling the bus!

I adore the aesthetic

PENGUINS

Very sad but the game wouldn't run for me (looks really cool though!)

What an adorable art style!

Hi! I had trouble with knowing what my clicks meant. I think some more player feedback to help the player better understand their actions and the system would help. Congrats on your first released project!

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Very nice, calm, cute game! Some SFX would make this game amazing. Crab :)

This game wasn't made for this jam?

The albatross chick is very round.

I had some trouble with the UI, but overall a very neat little puzzle game!

This is such a cool game! 

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Hey! Just wanted to say that even if you couldn't make your goal, it's still amazing that you tried and put this together. And hey, your prerequisite use is really good.

Hello! The controls are WASD to move around the world and mouse to select options in battle.

I agree

I like hollow knight so it was pretty cool!