The graphics look good and the music is sick! I didn't manage to understand the gameplay but I was still hooked for a while just trying to see what would happen and figure it out.
saustin
Creator of
Recent community posts
Very cool! Just really impressive throughout, the art looks great and the far off spooky Christmas renditions make the vibe just right. An animated voiced cutscene in a week long game jam is pretty rad. The gameplay was intuitive and the balance felt good. An improvement may have been if there were more feedback as to how many elves there are. I got to the end of the level and took out all the ones I saw but I must have missed one and ran out of time. Still very cool!
The music and sound was great. I liked really struggling with the movement at the start and hearing the narration make me understand what the problem was, lol. Finally getting to the top of the first area only for it to open up and see how much was left was sick. The section with the pink boxes went on for a bit too long though. It really was the bee's knees!
Really great idea and done really well too! Being able to see the floors and how far off passengers are, telling what floor they're going to by the colors, and having to balance how many people fit in gives a lot of room for strategy. It would be cool if there were some pressure aside from the timer, like if they got angry at having to wait and cost you points. I could definitely see this as one of those scaling type games, if you could upgrade things like elevator speed and capacity, or if there gradually came to be more floors.
Yeah, implementing the game itself ended up taking longer than I planned for so I didn't end up getting to develop any story beyond the premise that I started with. I tried to run the map editor myself and I got the same issue, it just opens a white screen and then closes? There weren't any errors in the console so I wonder what it could be. I'll have to look into that because I was planning on reusing the tile editor for later projects. Thanks for telling me!
Thanks! Yeah, I wish I had more time to test and polish up the movement. Getting rid of horizontal velocity when hitting a wall was intentional to keep you from going in but thinking about it more it shouldn't be necessary with the way I ended up handling collision. I'll keep that in mind for my next project so thanks for mentioning it!
Thanks! As for the collision, it ended up being so big because I used the same image/hitbox size for all sprites, which meant due to the sliding being wide the hitbox was always wide. I probably should have made the hitbox a function of the current player state instead.
While I do like SDL, seeing all the cool games people made using Godot in this jam got me to download and give it a try. I've avoided engines because they seem daunting but I might try to learn it and use it the next time I participate in a jam.







