Everything in this game is well designed, from the title screen tutorial guiding you into the gameplay, to the way that the different game elements tie together (like projectiles that don't kill you becoming an opportunity to gain more "life"). The art and audio are super cute as well. Great job!
@randomhuman Arcade Lemmings, great comparison! :laughing: Thank you so much, I'm glad you noticed all of those little game design ideas I tried to express.
Yooo I love it! All the visuals, the sounds, and gameplay were well down and very cohesive. Simple art and gameplay accompanied by pleasant sound design. Definitely feels like a great game that would work on mobile. You should consider doing a little app for it. I don't have many negative thoughts on the game, but here are some nitpicks:
-Gameplay could have a bit more variety to it. I can imagine stuff like comets that split up or comets that have a curve to their trajectory.
-Difficulty curve right now feels kind of easy and it ramps up suddenly. Every comet hit didn't feel too impactful as I still had a lot more Yobuds left even after a big hit. It only became a problem when the comets covered the screen. So the difficulty spike felt really abrupt.
-UI could be a bit clearer (mostly just the end screen).
Overall great game! Looking forward to seeing more games from your team.
Cute music, very fun to play. Sometimes it wasn't obvious which of my sprouts were actually pulling up the ground sprouts.
Beyond this, it wasn't clear the game was going anywhere. I got to many sprouts and back down to 1 or 2 several times in a play through before I stopped playing because I didn't expect anything more.
I got 33500! I enjoyed the moments of panic when my population was low and I had to scramble to refill, and the tension between high population with minimal dodging ability, to the mobility you get when you don't have a million dudes to worry about.
I would have liked some reason to stop holding down the space bar! As it is, I just hold it the whole game to no detriment. Maybe it could slow your guys while you hold it, in exchange for slowing the difficulty ramp a little?
@caeonosphere WOW nice score! You've beaten my record :laughing: I agree, I found myself just holding it down as well. If I were to revisit this, I would definitely do something similar to what you suggested, great idea! Thanks for the feedback!
Nice, you've received my highest rating in this JAM so far! I really like this game it was very fun. I like how the screen shakes when you get hit and the art is very good. Fantastic entry!
Really fun game ! I liked how the tutorial forces you to understand controls before playing, simple design but very efficient, and the way the music starts right after is neat! I simply think this could be more fun if the difficulty did not increase as linearly as it does, maybe by adding some other falling things, adding some kind of levels, etc. But this is a great entry overall !
I think this is one of my favorite games from the jam. The graphic design is very clean and polished and cute. And I love the color palette you used. I love the animation details of struggling to pull up the sprout and also when everyone crowds to one side of the game. The whole composition is unified including the music. This game makes me happy!
@baptiste-guerin Thank you so much!! I'm a big fan of single-screen games myself, especially for jams so you don't have to worry too much about getting your camera to feel right :laughing: I'm glad you noticed my little dual-purpose design idea, thanks for playing!
@saering Thank you! I'm glad you noticed the built-in micro-tutorial haha. I completely agree, if I had more time I definitely would've made similar changes. Thanks for the quality feedback!
@anystarabove Thank you very much! Grateful that you noticed all the details and that it feels cohesive. Games that make people happy is my goal :slight_smile: thanks for playing!
Really fun game! I enjoyed the retro feel and the intuitive gameplay. It almost like I was playing a minigame from a fully fledged game, just by virtue of its cohesive style. great entry!
This is so cute! I loved the character design and animation. The mechanics are also clever. It was very fun to play, I got 4700 on the first play. Great job!
Despite its simplicity this is probably one of the best games I played so far! The idea is simple but elegantly executed, and I like the pacing of it as well.
@williamcarter I'm glad it felt intuitive to play! It was very inspired by "WarioWare, Inc.: Mega Microgame$!", so I'm glad it has a minigame feel to it :slight_smile: Thanks for playing!
@mikdionio Thank you very much! I wanted to keep things simple to make sure I would finish in time to be honest :laughing: But I'm glad that didn't detract from the experience. Thank you for playing!
Nice game! It's simple, but very cleanly executed, charming, and fun. I do think it could've benefited from a bit more variation, though, like one or two more types of hazards in addition the carrot missiles or something. All in all solid entry though.
@empty-set Thank you for playing! I definitely agree, I had some ideas for more hazards, but ultimately ran out of time :sweat_smile: If I were to continue working on this, I would definitely do that! Thank you for the helpful feedback
Really nicely put together! Super easy to understand, fun to play, not much more you could ask for in a jam game. The difficulty scales pretty well, and giving each of the little guys a random move speed helped make things feel more hectic since you couldn't just group them all together. Nice work!
@sciman101 Thank you for the great feedback! That is precisely why I made all of the yobuds different speeds, that's awesome that you caught that! Thank you for playing :slight_smile:
hey, keeping up my end of the bargain! thanks for playing Exterminators. This game feels amazingly polished from head to toe. there quite frankly is not a flaw in the game. I like the idea where the same thing that kills you, also helps you spawn more. Im assuming each turnip had a random movement speed which made it really crazy in a good way. Something that I think a lot of games suffer from in a jam is replayability. That's something difficult to capture since you have such a short period of time, but an idea I had would to make one section of the level dangerous from the ground. So it actually encourages grouping them up, but spreading them in between other rounds. Anyway, really nice work!
@zachary-shah Thank you so much for playing and for some super helpful feedback! I'm glad you noticed a lot of the tiny ideas that make the game feel the way it does, that's really validating haha :smile: Love the idea of making parts of the ground (the only other thing you really interact with) hazardous / changing in some capacity. If I were to add more to this, I would definitely do something along those lines, thanks for the suggestion!
Niice this one was a pretty satisfying arcade-style experience! Graphics were simple and vibrant and gameplay was easy to get into.
The first thing I tried once I had about 10+ sprouts was to see if I was able to "cheat" by pushing to the wall and reduce the horizontal space I was using, and it was cool to see that it was something you considered as they just expand again once you move away!
@butzbo Thank you for playing! I tried the exact same thing while developing it and knew I had to find a way to keep that from happening :laughing: that's awesome that you caught my little trick!
Comments62
Everything in this game is well designed, from the title screen tutorial guiding you into the gameplay, to the way that the different game elements tie together (like projectiles that don't kill you becoming an opportunity to gain more "life"). The art and audio are super cute as well. Great job!
I managed 42 before they were wiped out :(
Pretty polished, and nice simple graphics that I think anyone could pick up and play.
-Gameplay could have a bit more variety to it. I can imagine stuff like comets that split up or comets that have a curve to their trajectory.
-Difficulty curve right now feels kind of easy and it ramps up suddenly. Every comet hit didn't feel too impactful as I still had a lot more Yobuds left even after a big hit. It only became a problem when the comets covered the screen. So the difficulty spike felt really abrupt.
-UI could be a bit clearer (mostly just the end screen).
Overall great game! Looking forward to seeing more games from your team.
Beyond this, it wasn't clear the game was going anywhere. I got to many sprouts and back down to 1 or 2 several times in a play through before I stopped playing because I didn't expect anything more.
I would have liked some reason to stop holding down the space bar! As it is, I just hold it the whole game to no detriment. Maybe it could slow your guys while you hold it, in exchange for slowing the difficulty ramp a little?
I simply think this could be more fun if the difficulty did not increase as linearly as it does, maybe by adding some other falling things, adding some kind of levels, etc. But this is a great entry overall !
I made a similar game but I think yours are much funnier honestly :)
Nice clean yet playful graphics, well done. Super unique!
Nice work!
The first thing I tried once I had about 10+ sprouts was to see if I was able to "cheat" by pushing to the wall and reduce the horizontal space I was using, and it was cool to see that it was something you considered as they just expand again once you move away!
Good job!