Thanks a lot! Movement was actually inspired on Celeste's (only the very basic movements, ofc). I think I should've spared a little more time for the level designing because it was much harder than I anticipated, but Im glad you liked it =).
sockow
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Very solid game! I really enjoyed the combat idea, although it took me a while to figure out that the attacks cause damage and pushes the enemy (like smash bros). Maybe a clearer feedback on the attack hit would make the attacks feel more punchy and have more weight. The health system is very good too, I loved raging through pirates sending them to the air!
Super cool game. The art is great and fits the theme so well. I absolutely love the goofyness of the frog and the crocs and the sound design in general adds a lot to the overall experience. I really enjoy those jam games that have a very simple mechanic that is masterfully crafted. I have to say, I couldnt go pass level 3 though... maybe the waves could push crocs away harder? idk, but overall this game is a very fun, creative and well implemented idea!
I absolutely love this! Thats a very unique take on a deckbuilder and its masterfully crafted! I've never played anything like it before and its so good! This has a lot of potential. Can't believe I found this last-minute, thank you for sharing it on discord.
If I had to point out something I think it could be improved is some of the SFX and graphics for the gladiators and waves. They could have more emphasis on screen, maybe rearranging the roulette and its pieces on screen to show a bigger battlefield and more detailed warriors. Also, I got a little confused at first, because normally our player is shown on the left side of the screen and the enemies are shown on the right side, so I thing switching the sides could make it more intuitive.
FANTASTIC idea! I have to say right away that at first I was confused about how things really work, because we get everything right at once and, even with the tutorial at hand, it wasnt very pleasant to read it to figure out exactly what was going on... and I think this is kinda ok, it being a "game-jam game" after all, but there are some quality-of-life improvements that would make a whole lot for the experience (as people already pointed it out).
That said, the game is INCREDIBLE. Its super tactical and smart, and just so damn fun to play. Its also pretty hard, but once I got the hang of it, setting up the defenses and managing everything were very rewarding and I'm amazed that you could make it so well balanced in such short time! Really impressive work.
Audio is very good too and so are the graphics (although the UI have some of the previously mentioned issues). Overall this is an outstanding entry with good ideas implemented skillfully. Congratulations!
I'm so glad you liked it! Really means a lot. I actually meant to make a hard game but this is like my first game ever (I did already participate in other 2 jams but I was basically carried by more experienced devs and didnt do much so this is why I wanted to go solo and with more time for this one) and I discovered a lot of things in the process, and one of them is that level designing is VERY HARD. I started actually creating the levels on the last week of the jam and it definitely wasnt enough time, specially for this kind of game, with sort of elaborate puzzles and mechanics. So this is why some levels are a mess and the difficulty curve is not very well balanced. Also I got complaints about the poor implementation of coyote time, which, if improved, clearly would make the game maybe a little less difficult but certainly less annoying to navigate through levels. Thanks for the feedback!
This game looks so good! Has this super cool hand drawn art and you nailed with the surf songs. The mechanic seems unfinished but it has so much potential! I really like what you were able to make with the time you had (since, as I understand, you joined the jam a little late..) The music fading out as the player gets higher is a cool touch. I would just enable controlling with W ans S for up and down, I think a lot of PC players are very used to it. Finally, some splash sounds would do a lot for the game. Congrats!
Very intriguing story mechanic, sailing through this [very] beautiful map with all its dangers and the nice music and relaxing sea sounds on the background while getting those bottled messages and putting all together. The voice acting is the cherry on the cake! Its impressive and it serves the game so well. The art is outstanding too. Congratulations. I had just a tiny bug with the voice overlapping with a message I got while the first was still playing.
Thank you so much!! I have to admit I got overly cruel with the collectibles because they ended up becoming totally optional (in the sense that they dont unlock anything) and I wanted to instigate players to explore as much as they could if they wanted all stars... The problem was that I didnt realize it might be too annoying and maybe not worth it but this is a hard thing to measure. Anyway, I hope that didnt hurt so much of the experience 😅.
Thank you! Yes, I went a little overboard with the jumps... Its interesting that I didnt see how annoyingly hard some of them were, and I think that's because while developing it I knew exactly how everything works and what is possible, and on top of that I was constantly replaying everything and becoming like an "expert jumper" so I was clearing those gaps easily and thought therefore they must've been easy... but obviously players would have a different perspective and those jumps would seem impossible, so that was sort of a beginners mistake on my part.
That dinosaur is scary af! Got killed by it the first time so I was more careful in my second attempt and it didnt move at all, I dont know if I just didnt startled it or if he just got stuck... Sound design is pretty good, that added a lot for the dino's "scaryness". The second part of the game I was able to finish but I played it on browser and it had performance issues... anyway, slapping suited workaholic guys and sending them to the sky was really neat =)
Neat idea for a wave-themed game! I really like how the wave slowly evolves and I think it would be cool if this behavior affected how the player moves, like getting some boost when sliding down and losing speed when going up. At some point I played the game making no air jumps and it was cool because I had to time it right to avoid the spikes. The music is amazing. I would suggest adding some sound effects (at least for jumping and coin collecting). And I appreciate the color changes!
Awesome game with a more than impressive pixel physics implementation. The puzzles are pretty solid and the visuals are great. I would maybe address that the music is good but it becomes a little annoying after a long time (and sometimes it takes a lot of time to realize how to solve some puzzles), also more SFX would be reeeally neat here. All in all this entry is crazy good, specially for a 30-day project. Really amazing.
Amaaazing game! Very good graphics and sound design! The boat design is super cool and getting the upgraded versions is VERY rewarding. I love how it steadily becomes an unstoppable warship. The cannon mechanics are very enjoyable, like in one moment where I could pass between 2 enemies and fire both sides at the same time and kill them both and that was SO GOOD. Hitting enemies from long distances also is satisfying as hell and the boss is killer! I just wish there was more to do at the town, because it was very charming!... it could really fit some story there, but I understand the time scope of a game jam is very limited. Overall amazing work!
Thank you for the through analysis and kind words! First of all, I have to say YES camera shake WAS in the to-do-list since the beginning and it got postponed over and over again until it was too late 😅. I probably still had time to implement it at the very end of the jam but the game ended up not having any sort of camera control and I didnt want to touch anything that close to the deadline.
The tutorial room felt "good enough" but I actually didn't like it... It has too much information written without being absolutely clear about how things work, and it can even create confusion such as that one that happened to you (and now that I think of it, it really is confusing because the image of the player jumping at 2x jump high is of him going back, like why?). Maybe I should have made it go slower, making the first levels with just the falling mechanic and then having players figure out that jumping would help too (because its kinda obvious and now I kinda hate that I didnt do it that way lol). Also I could've used the blocks to communicate those heights (basically 2 blocks = 1 jump and 4 blocks = shockwave high)... the point is it needed more care.
About coyote, yes it has some sloppy "coyote mechanics" but only for jumping and yes this is the biggest complaint players justifiably had. For such an important feature for a platformer, it kinda sucks that I overlooked it, but that's ok, I'm pretty inexperienced after all. Its amazing how much I'm learning in this whole jam experience and this is why those comments mean so much to me. So thanks again!
Great game! Sound design and UI were outstanding and the controls are smooth and respond really well. It all felt very impressive and professional.
Although I think the color coded shields are a pretty interesting mechanic, it ended up no working so much for me AT FIRST, because I couldnt remember quickly which mouse button activated the green shield and which activated the blue one, but I could beat the game without them since movement is so good in this game.
I then was able to beat the game using the shields and I didnt realize that I was building up this super blast thing and it was SO cool that that blast happened to be the one that killed the boss! I think a short tutorial explaining all of those little mechanics would make the whole experience even more enjoyable. Amazing entry!
Thank you so much! Yeah I think the lack of coyote is making things not necessarily harder, just more annoying. This game isnt supposed to be about precision, only puzzle solving (and a bit of block physics chaos) so I should've been more careful with that. The game does have some sort of coyote "time" but only for jumping... I think I was shortsighted by a specific play style during development and I didnt even realize I overlooked this issue. Anyway thank you again for playing and for the insightful comments =)
Lovely game that tells a very beautiful tale in a very beautiful way. The repetitiveness of the daily chores, with the light mundane tasks like chopping vegetables and cooking dinner being just as normal as the gruesome sneaky threats you get by radio and Morse code... this set the tone so nicely you feel part of that reality. And all of this mood is neatly tied up with the AMAZING music. Having voiceover [late edit] is impressive and shows that a lot of love was involved in the process of making this game. [/late edit]
A couple things I would point out that could improve the whole experience is small things like the floor transitioning, because sometimes (specially with the bedroom's stairs) I wanted to walk down the room and the player ended up going to the lower floor. Maybe changing the region in which pressing down changes floors, idk... The other small thing is some UI elements, like in the (amazing) Morse code minigame, the coded message could stand out more, or in the (also amazing) cooking game it wasnt super clear if some ingredients really were added at first.
Overall, beautiful game! Congratulations.
Incredible entry. The length, complexity and creativeness of it all. Very unique and there is clearly a huge amount of talent and passion put into this work. I like the difficulty, its very hard but the progression felt adequate, specially knowing this is made in just a month and we all know those kind of things require a LOT more time (I too had a "difficulty" problem in my game but, unlike this one, the progression wasn't properly handled). And on top of that there's even a (very nice and touching) story? Damn... Congrats!
BEAUTIFUL ENTRY!!! The upgrades are super fun.. I love how the game starts like HalfLife2's Ravenholm and end up straight up being DOOM 2016. The demon literally gave me chills! He had to be a little harder to beat imo... because he is absolutely terrifying and it fits perfectly with that very well established somber atmosphere. Shooting mechanics are very well made too and the map is a masterful craft of how a horror town should look like. I got to wave 15 but then 4 remaining enemies were "lost" and I couldnt keep going, but this is a very justified bug for a 30-day jam, Im amazed how everything else ran so smoothly! Amazing work!!
Please make a full-length game of this, with this mechanics and overall eerie (and just terrifying) vibe. It is VERY unsettling and chilling, the kind of horror that I like most!
I like the puzzles, specially the first one, but after I read a tip and understood what I had to do I got mad that I didnt take the time to figure it out, because it is very well designed and its 100% MY fault that I recurred to the hint... Maybe if the game had some sort of easier, simpler puzzle at the beginning, to be sort of a tutorial that also introduces the game, it would make the players more familiar with the mechanics and the the hints would not be necessary... idk.. Im only saying that because I already think this game can go very far and those sort of things dont necessary apply to a game jam.
About the second part, I thought the puzzle itself was a little less ingenious than the first, but the whole thing, with the whispers and all, was TERRIFYING and I loved it! Really cool game, congrats!
This game is a very creative and interesting take on the theme. Loved the story, loved that it has this lonely mood that is well communicated not only by the story itself and the island setting, but also the art style and the music.
BTW this mechanic is very unique. Ive never played a game where I had to use the mouse wheel so dynamically. This is super creative and maybe more games should explore it!
It was really fun, I love those games where you act on it but at some point you just get to sit and watch what you've built unfold. The fact that the setup is simple makes the results of the strategies used even more interesting because its such subtle differences in what units you select and WHEN you select them that makes all the difference. Very cool. Id just suggest that we could zoom out more to see more of the map and the army =)
Finding out the right strategy was challenging but the game is so fun to play that I didnt mind retrying multiple times until it worked, and it was veeery satisfying finally crushing the enemy. Incredible that you managed to create that amount of strategic complexity with a setup that simple! Congratulations!
I Love those simple yet very well implemented ideas! Felt like those old flash games from the 2000's. Is so nice just flipping around and landing smoothly on water and bouncing back to the air! Getting higher and higher speeds adds a lot to the game loop too. Very cool idea and very cool game you made!
Thanks a lot for trying the game and I really appreciate the criticism! I think the art of the game communicates a more casual vibe and the difficulty curve ended up being too steep too abruptly, so all of a sudden players have insanely hard jumps to make and puzzles to solve and it may feel out-of-tune with the aesthetics. So maybe the bigger problem was handling that progression better... Its interesting to see how players are reacting to this issue and it really shows how important playtesting is (because I had no playtesting and it shows 😅.. I feared the game would be too easy).
Thank you so much for the kind words and through analysis, you made a lot of great points and it really helps a lot since I'm actually trying to start pursuing a career in game designing. Also its amazing that you could get all 20 stars! I meant to be kind of cruel with the stars but at the same time not penalizing those who didn't get all of them with some kind of reward other than the satisfaction of seen that 20/20 on screen.
I have to tell, I struggled a lot with the behavior of the blocks, trying to figure out how to make them more predictable but I ended up testing them with physics and it felt right, I thought it was cooler that way... but the downside was that designing the levels was waay harder because of that (of course the core mechanic of the game was already making level designing challenging), and, as I already mentioned, I have basically no experience with this, and this is why we have LVL4 for instance... its a failed level idea that I turned into something more "sandboxy" that will reward (with stars) players who wanted to play with that stack of blocks, but essentially you can just go through the level. I also had problems with "ghost collisions" for blocks sliding in some levels (specially LVL6, which I just wasn't able to fix the problem and its so annoying because it happens like 10% of the time and it kills me), so handling those blocks was an ordeal an took more time than I anticipated.
About the art for the anti-gravity area, its same with most problems the game has: I don't know what I'm doing 😅. I wanted to somehow communicate that it was a "magnetic" area with shaders and I couldn't spend a lot of time on that so I ended up asking AI to help me with this and the result was that thing and I didn't like it but I had to keep working on a lot of other stuff so... there's that... but I agree its out of sync with the rest of the art and theme and its good to point this out.
