I like you put it in a nice way ... you could have been more direct: the difficulty is just way too hard xD
But thank you !
Arzza
Creator of
Recent community posts
Thanks a lot for your feedback!
The soapy effect has also been noted on our side (and a new version waits the end of the voting to be pushed), unfortunately catching those requires time and a lot of playtest both usually lacking in Jams ...
You are not the only one complaining about a button to restart quickly. We shall see how to answer that cleverly!
To add details to what my dear friend said, we use rigidbody and mess up with the velocity (in the very big broad picture, I let the coders of the group answer in more details).
Designers had access to several variables to tweak everything, as example for the normal jump: we controlled the height of the jump the length when going up, the length when going down (the jump is not just a simple arc, it is the mix of 2), the velocity to go up and the max fallspeed when going down (we can make the character go high super fast and then "float" until reaching ground). Finally we could tweak how much air control you have.
All of this is roughly duplicated so we set a "small" jump and a "high" jump, then based on your input you lerp in between :)
Glad you liked it !!
With some additional / better feedback I would have enjoyed it even more!
Examples: I don't know how long I'm supposed to try to survive / The last Boss Wings of hell shoots red bullets on a red background (seems not the best combination xD?) / I don't see when I'm getting hit (and having some frames of invincibility could have been nice).
Regardless - well done :)
A bit confused at first - then I read the instructions and kept playing for too long!
Cute, clever and well made!
If you continue on this it would probably deserve an economy / balancing pass (you can easily have one card stacking up to 8 coins :D).
Last but not least: I'm deeply impress by the number of cards specially thinking about the process behind!
Fun little game! Some overcooked vibe ^^
I really enjoy the art - attracting and pleasing :). The way recipes are presented could use some work or maybe it is just a progression presentation (number of different drinks presented in each lvls) as the "memory" challenge is very interesting.
A nice feedback to add would be, once you have mixed, to know if your mix is correct or wrong - I wasn't always sure if it was the next drink or if I was wrong (specially if 2 drinks of the same type are one after the other).
Overall - really liked it :)! All the best!
I tried to play it without instructions, couldn't achieve much. I then read the first instructions (how to interacct) so I joined everything like a crazy maniac, nothing happened. I read the last part of the instructions (what to do / how to win) and started doing something. After 15 attempts I gave up ..; frustrated to not have fully understand the logic behind the values changing xD.
I must say - as strangely as it may sound - I loved it. Yes, a lot of work remains on the UX part (not art, just feedback information, why does things happen and how) but there is a mine sweeper vibe. With some work on accessibility, it could even reach the level of simplicity of 2048.
You first game in a game jam? my god! wish I did as well on my first one xD. All the best!
It deserve some polish but the overall idea is really interesting and works - choosing the path to pull of a tactical game in 48h...I respect that! Other said it before me, I'm missing a lot of information to make tactical decisions (why / when / how are my allies moving? / why/when/how does the enemies flee?) - the représentation of turns in time is also interesting and a lot of mecanics could use thant (maybe some moves use less time?) and if you wanna push the military aspect you could go for 06 00 instead of 6:00 ;)
Good luck!