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simpletouch

112
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5
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A member registered Oct 15, 2022 · View creator page →

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Thank you for playing and enjoying my game! I wanted the controls to feel like the awkward nostalgic control scheme of the original Asteroids, which is why I made the acceleration vs turn speed the way they are, but can definitely see an argument that the top speed should be turned down a bit. Balancing all the different variables between the asteroids and player was definitely one of the harder challenges of making the game, so there will probably always be some room for improvement.

Thanks for playing and glad you enjoyed it! The controls are intended to mimic the original Asteroids, which didn't have a reverse, but I could see that there's an argument that in this game because of the odd shapes you can make your ship that it might make more sense break away from the Asteroids control scheme a bit.

Glad you liked the presentation and sorry to hear if you found the planet part too difficult! It was one of the harder parts of the game to try to balance. One tip is to be slow and patient and stick to the middle on the left or right side, as the large planets only come from the top or bottom edges of the screen. Thanks for giving the game a try!

Sounds like a bug yeah, the planets shouldn't take up that much of the screen, but I could see there being a potential issue around the timing of when the planet is spawned and changes in the player's size.

Thank you for giving it a try and for your kind words about the presentation of the game! Sorry to hear it was a little too difficult for you, it was a lot of iterating trying to get the planet part to be tricky but not impossible, but it is probably still a little much. One tip is to be patient and stick to the left or right side, and fly into the side to wrap to the other side if you get into a tight spot. Thanks again for playing!

Thanks for playing and glad to hear you enjoyed it!

Quite enjoyable to play. Great job on getting it very playable with good game feel and effects.

The tower defense aspect of the game didn't really come through for me as it plays more like a typical action game, and a fairly frantic one at that. I only placed one shelf the whole game, since having more felt like they would just get in my way. I respect you putting so many different genres into the same game and each of them does have its own level of polish, but I do feel like the dating sim part and the nighttime rhythm shooter are both pretty shallow and don't really add anything to the more interesting part for me which is the super market / action /tower defense loop. Just my $0.02 that I would have loved to see that part fleshed out and explored more.

The art is really cute, definitely the highlight of the game!

This is a really large scope game to try to pull off in two weeks and while there is a lot of UX, game feel and details that are missing, what is here functions well and effectively shows the vision of what you were building. Great job!

Yep! If you've never played it before, here is a free version of the original game https://freeasteroids.org/ (Seems like it only works with the arrow keys, but it looks and plays just like the original arcade version)

Thanks for giving it a try! Mind explaining more in what way you found the controls awkward? How were you expecting the controls to work?

I wanted to make the controls be a fairly faithful reproduction of the classic Asteroids arcade game. The W key or up arrow is your thrust forward. A and D keys or left and right arrows are how you turn the ship. Takes a little getting used to, but one could argue that Asteroids is a beloved classic arcade game largely because of the unique controls it had.

For how it meets the jam theme, it is the mix of action/arcade genre from Asteroids with the unique puzzle like mechanic from Katamari Damacy of contacting items to grow in size. There's then a mix of the rage game genre for how your growth progress can be undone due to collisions with objects larger than yourself.

Hope that clarifies things!

Thanks for playing and the kind words!

Thanks for playing! Yeah, the knight is underpowered compared to the enemies. If I end up continuing to build it out, making some ways to restore health and make him more tanky are up there on the list of todos.

Great job with the art and very creative take on the countdown theme!

Great job making the movement nice and fluid. Making the battery countdown / pickups is a creative way to match the theme while making the levels have a sort of checkpoints you need to hit on each level.

Yeah looks like there's an issue with running in Firefox that will need to require changing the build settings so nothing I can do while uploads are locked. Thanks for at least trying!

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Thanks for giving it try!

I'll have to look into the driving issues you had, by change directions, you mean as you steer left and right?

When you kill an enemy, they have a chance of dropping a gem. Pick up enough gems and you will level up and be presented with three options to improve yourself, but each has a downside as well (the KEVIN aspect). The gems aren't as visually attention grabbing as they perhaps should be, but it's a balance to not have them be distracting. A balance I didn't have as much time to play around with as I would have liked!

Edit: Added a screenshot of the upgrade screen!

Thanks for you kind words and thank you for playing!

Glad you liked it and thanks for playing!

Would greatly appreciate some more reviews on my game! /jam/brackeys-15/rate/4305235

Definitely challenging as like others have said, the jumping could use some polish, but the level design and art and sounds/music are all nicely done. I especially like the hair animation of the main character when jumping! Great job!

Really solid WarioWare style game. Love the weird characters and good job fitting in a decent variety of mini games. Great job!

Great job! Has a whole bunch of little polish details I really appreciate like all the different rooms, the chairs you can move around, variety in enemies, etc. The visuals and atmosphere are really well done. I think there being collision boxes between you and enemies is a bit odd, since it leads to enemies actually blocking your path instead of being able to push through but take damage (so could be more a cost/reward to push past something instead of just a straight "no"). Really fun game and great entry!

The game is really well polished. The passengers blowing up was an unexpected nice surprise and you got me really good with the first jump scare. The game progress itself feels quite slow, might just be the nature of this kind of game, but in the first day at least there's not a lot going on. Can definitely see you expanding on this in the future, well done!

Extremely impressed that you made an RTS in a week long jam. Great job!

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Like others have mentioned, the start is a little rough and unintuitive. I think part of the issue is the more unstable you get, the less you are able to read anything lol. Once it clicked how the game works, the core of the game is quite fun. I think one way to improve it is to add some more player agency. As it stands, you are are more or less on rails and at the whim of randomness for what you get and what orders you can fulfill, so maybe you get a choice or orders you can fulfill so it is a little more in the player's control. Also having a bigger benefit for fulfilling bigger orders would make it feel more rewarding, instead of just feeling lucky when you get small orders.

All that said, I had a lot of fun. It is a quite well polished and creative idea, that I think has a lot of potential!

Very cute and clever game. The dashes being charges you pick up wasn't immediately clear to me, I think making a more visual change while you have a charge might have made it more intuitive. Also took a bit to get used to how close to a wall you had to be in order to actually dash through it. Overall was a a really interesting and creative take on a puzzle platformer that I really enjoyed playing!

Really well done, great job on making a polished and fun/interesting game!

Thanks for playing and glad you liked it! Agreed on us having a similar thought on the theme, great minds think alike!

Quite nice art and the melancholy music really fit the vibe and story. Great job with the story/world building, that's definitely something that is not expected in most jam games and was a nice surprise to see!

A very strange place indeed. Great job really leaning into making things strange and love the dance animations. Some more audio/visual feedback during the dancing about would have really helped improve the game feel during the dancing as I found it fell a little flat and was a little confusing as to how the scoring worked without it. Overall was a fun and strange time!

Very eerie setting, great job on the random terrain. The brick took me a bit to understand how it worked. The movement was quite fluid. Was fun to run around see how far in the world I could fall!

Fantastic job. Took me a little while to figure out how workers and income work, perhaps when placing workers make it more visible on the worker range how much income is coming from each square? Game is otherwise really well polished and a lot of fun. Great job!

I thought I was doing great with a 400 point shot until I then got a -400 point shot and lost. Should have look closer at the tooltip for the bear lol. Really unique idea and game and well executed. Great job!

I found the worlds to be a bit too open / empty. Felt like a lot of aimless wandering for anything. Really love the door opening scene transition though, great idea! The enemy death animation was really well done too. Overall pretty fun!

Very cool. Great job embracing the strange places theme! Personally not a big fan of the gun noise and some some effects when shooting one of the creatures would have made the gun feel a lot more impactful, but I quite enjoyed exploring through the worlds you created.

Really well done atmosphere and visual and audio aesthetics. You really nailed the spooky vibes. One minor criticism is that the idle animation for the torch was sometimes a bit much, as you'd be standing near the door waiting to see if the torch flickers and then the animation would clip the torch through the wall and obscuring the light. Once I got used to the cues though, it didn't really negatively impact progress. Really great and well polished game!

Very solid entry for a group of high school students. I think the main places to improve would be general game feel and polish things, things like audio and visual effects when shooting, when enemies attack and when you or enemies are hit. Great job adding some variety to the enemies, they seemed quite well done.

Thanks for playing!!

I was confused about the meta upgrades at first and how they work considering they also show up as roguelike upgrades during a run. I think having the meta progression simply unlock them for all runs diminishes the roguelike feel for the game and you might be better off making the two separate. That said, the game itself is really well made for a week. Great level of polish considering you made so much of the game from scratch. Really impressive and quite fun game!

Thanks so much and glad you liked the effects!