@fractal-flower-girl Thank you for playing! My girlfriend also said that about the jumps, and also gauging where he is laterally. But making him cute was the top priority :)
I think the two carrots side by side (making you run the loop twice) is unnecessary. Maybe you could add some other element to make running it twice feel worth while.. Also some of the speed boosts make an unfair situation where you can't avoid losing until you play again and know what the next obstacle is.. Just feels like a cheap-shot.. Other than that, pretty solid, friend.
Nice, simple game. It's fun that you can learn stuff about the levels on the first loop around and then grab the stuff you missed the next time based on what you learned.
Level 4 was somewhat hard, but I had the most trouble with Level 5. The first carrot was just in the middle of the fire and it was really unclear what the timing to grab it was supposed to be. I also kept dying when my speed boost would run out mid-jump and mess up my timing.
Some of the levels had awkwardly long sections at the start before the level actually began which was a little frustrating.
I thought the puzzles were interesting. The biggest issue I a have is that you die if you run into the wall sideways. I died quite a few times because I was too impatient. You said you're a newer dev? I think this is definitely good for one of your first games. Good job!
I liked the game. However, it was quite hard walking at the edges due to the persepctive. It would look like you'd fit, only to run into a wall. But well made!
Had a great time running the wheel! Could have run a little faster for my taste, especially at the start I was waiting for things to happen. But great job overall!
Fun! Great job with the level titles and matching them with the gameplay. I enjoy games that layers new mechanics. I enjoyed the speed boost in level 3, but I keep exploding on the 4th carrot. The speed in the first 2 levels could be faster.
@snotax Idk if I have just been looking at it too much, but sometimes when I look at the floor I see red and green spots and it doesn't feel good. Either way, sorry!
@rschoellgen Thanks for your comments! Yeah, I guess I made the first couple levels with players like my mother in mind. I sent her a link to the game and she said she managed to get 1 carrot. Like, what?
@jamster haha yeah, I play a lot of games so I guess it was easier for me. I can see how the controls can be difficult for newer players. If you smooth out the physics, it could make it more fluid. One thing that would've helped greatly is a shadow on the hamster. With a shadow it would be easier to line it up with the doorways. That may increase the success rate of players.
I think you did great with progression of the mechanics.
You may find it hard to believe but it's the first hamster game I played this jam!
Perspective was the biggest killer in this game :laughing: I was often not sure if I will fit through the tunnel or not and jumping though walls was a pain. I loved the level names - it's a really nice touch!
The hamster looked more like a mini-cow than an actual hamster to be honest. It's because of those legs (much too long to be hamster paws) and the animation.
Level design is very nice. The fiery level (with the first carrot in the fire) was the most devious of all :grin: Some background music would really enhance the experience here.
@tricky-fat-cat I thought about doing that, since the levels are already programmatic, if not procedural. I couldn't think of a clever way to randomize though, if they were truly random the level would almost certainly be obnoxious
Cool game, fits well with the theme. I think having something like variable jumping would improve the feel of the game, the jumping feels a little clunky/slow. It reminds me of nyan cat for some reason XD The levels are cool and the mechanics in each add plenty of variation to the levels. I can see this being expanded and improved upon into a full game. Good job! Also, if you're starting off as a dev and want to start making friends then I recommend making a Twitter and posting some dev stuff on there. That's how I started years ago and I've met some great people!
Finally found your game. Your hamster model turned out very good. Lots of variation in each level by adjusting the way it is played everytime a little bit. Great entry. Keep it up!
I like the simple models and solid game loop. That said, I wish there were more low hurdles to jump in the early game, as it feels like the game is more or less wasting your time a bit when you only have A/D. This complaint does NOT hold water in the late game as your levels have speed modifiers and more intense obstacles, however. I know this is just time constraint stuff here, but a little bit of music would be nice.
Good work on this one! I sure wish I ran across this during the jam! :laughing:
@anchorlight Oh, totally. The position of the spawning points of obstacles is also a waste of time as others have pointed out, it could simply have been moved to the right side of the wheel instead of the top.
I spent an inordinate amount of time programming the level creation system -- using some trig and stuff so that obstacles could be spawned both at intervals and relative to each other, and gave myself 30 minutes total to design all of the levels. That was a mistake :P
Sounds like a jam game, alright :stuck_out_tongue: Nonetheless, that's a really interesting way to go about level creation and I commend the effort! I have a feeling that it would have paid off a little more with more time to design obstacles and levels; any more time with my game would have just shown how volatile the codebase was as features stopped working in random intervals.
My core idea for LD47 was only in development for about 28 hours, the rest of the game was made on day one while pursuing an _entirely_ different idea in every way. This understandably wreaked havoc on the game design as features and scenarios had to be cut down for time's sake. I'd say the game was unplayable up until about an hour or two before submission.
I think there's a lot of good stuff in your entry, and I'm definitely looking forward to what you have to offer next time around!
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Level 4 was somewhat hard, but I had the most trouble with Level 5. The first carrot was just in the middle of the fire and it was really unclear what the timing to grab it was supposed to be. I also kept dying when my speed boost would run out mid-jump and mess up my timing.
Some of the levels had awkwardly long sections at the start before the level actually began which was a little frustrating.
I think you did great with progression of the mechanics.
Perspective was the biggest killer in this game :laughing: I was often not sure if I will fit through the tunnel or not and jumping though walls was a pain. I loved the level names - it's a really nice touch!
The hamster looked more like a mini-cow than an actual hamster to be honest. It's because of those legs (much too long to be hamster paws) and the animation.
Level design is very nice. The fiery level (with the first carrot in the fire) was the most devious of all :grin: Some background music would really enhance the experience here.
Instant up-vote for the cute hamster. The theme fit is perfect and it's fun. I especially enjoyed level 6.
Good work on this one! I sure wish I ran across this during the jam! :laughing:
I spent an inordinate amount of time programming the level creation system -- using some trig and stuff so that obstacles could be spawned both at intervals and relative to each other, and gave myself 30 minutes total to design all of the levels. That was a mistake :P
My core idea for LD47 was only in development for about 28 hours, the rest of the game was made on day one while pursuing an _entirely_ different idea in every way. This understandably wreaked havoc on the game design as features and scenarios had to be cut down for time's sake. I'd say the game was unplayable up until about an hour or two before submission.
I think there's a lot of good stuff in your entry, and I'm definitely looking forward to what you have to offer next time around!