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OmarShehata

19 Game Reviews w/ Response

All 50 Reviews

Very relaxing game, and I love the cute little story you get at the end of each level! Feels like a fun reward to figuring it out.

I think I found a bug where arrow keys sometimes seem stuck (if one sheep is against a wall, I can't seem to move any further with arrow keys) but I can if I drag a specific sheep forward. I was expecting pressing an arrow key would move all sheep that can move in that direction.

Olivier-Guillaume responds:

I fixed the problem, thank you for helping me find it!

I'll update the game once the judging are finished.

In the meantime you can avoid the bug by maintaining the keys down a bit longer.

Pretty fun game! I love the idea of playing as a particularly important bit that if flipped crashes everything, and potentially dodging cosmic rays.

One thing that would be nice is having a bit of a learning curve, for example by starting with just the small particles that can be absorbed, then introducing the bigger ones etc. I initially thought I was just supposed to avoid everything.

An alternative control scheme that would be interesting to explore is if the particle just following your finger (but maybe has a limited movement speed), that way you have tight control over the character but still need to think ahead & quick.

ImmanentDeath responds:

Thanks! I hadn't thought of using a drag mechanic. I just made it one-button for simplicity, and it also lets PC players use the spacebar if they want.

Pretty fun game for something you did just for learning! How long did it take you to put together?

It was a fun mechanic to have to decide whether I wanted to dash for the next target or try to strategically stun my opponent (while avoiding being stunned myself). I can imagine this being really fun to play with another human player, especially with a few tweaks that make it more strategic (like if the stunning was directional, then it creates this super fun mind game: my opponent knows I want to dash to the target, so they can fire in that direction, but if I know this, then I may take a roundabout slower way to stay safe...but that gives them a chance to get it before me!!!)

One easy thing you can improve is making the flies spawn within a boundary. A lot of times they spawn almost completely off the edge of the screen, and I couldn't see it, and just saw the enemy going to the edge of the screen, and that felt unfair.

GraeBush responds:

Much appreciation for playing my game! Hope I was able to give you a few minutes of fun.

I spent about 10+ hours, over 3 days making this. First 2 were completing the brunt of it about 4 hours a day for those 2, and then the last day was playtesting, tweaking and polishing. It was fun to challenge myself with those restrictions and I am glad I was able to turn something playable.

Thank you for the thoughtful feedback my friend, it always helps.
-Originally I had the attack on a charge that would be bigger the longer you held it, but I removed it after playtesting. I could put it back in, but make it throw an attack when charged, like you suggested. Maybe make it bounce off the walls? Great idea Omar!
- I will look into the fly spawning off screen issue, do you know what resolution you played in? This was tested from 1920 x 1080 and I was aware the fly sometimes spawned behind the score sometimes, but always was on screen, I can test other resolutions and try to fix it if this is an issue.

I may come back and overhaul this one day and remake a better version thanks to your input. Thanks again.

Super unique game idea! I had to refresh the game to get to see the controls again since I didn't get it the first time. I think the main part I found difficult was that the ground being too uniform made it hard to see if I was moving/where I was going.

I wonder if an alternate camera scheme would make this a lot easier, like one centered/always looking at the yolk, and just kind of rotates around it to keep you in view.

Once I got the hang of it it was fun to grab yolk and switch from 3rd to 1st person and shoot at the egg!

I also love that you tagged this "educational" 😅

3p0ch responds:

People gotta know what it's like to be a biker chick!

Edit: After playing around some more with camera placement outside the egg, it looked like having it fixed in one spot outside the egg and following the chick worked the best. So now that's what Right Mouse Button does. Thanks for the feedback!

It took me 45 deaths to make it to level 5...but as really satisfying once I got it! I think the main point I was stuck on was I couldn't understand how to use the extra jumps I got. For level 4, I thought I was supposed to get the 2nd closest cherry to the ground, and I was confused why the 2nd jump wasn't working after I got the first cherry.

And I randomly discovered that that it only works if I change directly and then I passed that level almost immediately.

I think level 3 could do a better job introducing this mechanic. I still don't 100% get if my explanation above is correct.

HenrySanchezNG responds:

It's true, I didn't do a great job introducing the mechanic since I see allot of people having trouble navigating through it. Difficulty was way higher so I changed placements and added more cherry's.
Level 4 didn't have the cherry's bellow, those are suppose to be an alternate path.

The intended way to clear is jumping from right to left and you can easily make it through the top path. With the added cherry's I think it makes it even less obvious.
I'm gonna let the player know this because the game depends allot on your position during your first jump.

Very helpful review.

This is a pretty fun and well polished game! Is the daily challenge procedurally generated?

amidos2006 responds:

Everything in the game including the levels are PCG'ed

I finished all the levels! That was thoroughly enjoyable. My favorite was the one the flower one. I like how it involved both figuring out how to go about it and getting the angles just right.

I noticed you compute the intersection before the beam finishes its path (so if I try to hit one and then the other really quickly so it can get to its target before it intersects) it will still change color even though the other beam isn't there yet. I was a bit dissapointed. I think making it so that you can't fire until the previous one has settled might make it look more visually consistent.

MSGhero responds:

You're right, I didn't even think of solving puzzles that way.

... you know if you want to get into Haxe, you could make that change yourself and PR it :P

It's a really fun little game! I love the art style (also playing with a fat guy in a bunny suit running from a black dude is hilarious XD). I can see where you guys ran out of time (like how some buttons are just text), it was perhaps a little hard at first to discern the good things (burgers) from things that trip me over (I first thought the can was like a food item) but I got it quickly enough.

There's just one thing I don't agree with, you saying you won't do another competition again. Even though you ran out of time, you still got a game concept that you prototype, something you can later build upon, and worked with and got to know new people!

ProgressStudios responds:

Yea, I will probably I was just stressed at the time ahha :D

Amazing game! Beautiful art, innovative mechanic that is well executed, and highly polished.

I really think this is a model game jam game. It prototypes a new mechanic and execution, and is polished well.

Great work! Don't think I have any gripes about this one.

MintPaw responds:

Thanks, good work with Condensity too, there's going to be some tough competition.

My first thoughts were: "what the hell is going on?"

Just one introductory screen would have probably been nice. Or even just throwing "kill this guy! Shoot with mouse" in the first room would have helped

The fighting system itself wasn't really as fun as it could be because it lacked feedback. The entire fun of fighting games comes from hitting/shooting and seeing the enemy get hit. I couldn't tell if I was even doing any damage. Just knocking the enemies back would have been awesome.

I also couldn't get far enough to see your mechanic in action.

I'll try giving it another shot if I can figure out how to actually kill enemies without most of my health getting eaten!

egg82 responds:

Haha, I 110% agree with some kind of instructions. I made a button to one, but we ran short on time. Yeah, it really was that bad xD

It definatly lacked feedback. Again, the time. I think the time is my only major complaint (but that's the point! :D) - if I had one last day to finish it I would have, at the very least, made some feedback.

The mechanic is present in two ways: One as sort-of an idea - that would be the puzzle at the end (which is supposed to be a brain - you're "re-calibrating" your brain in a sense) and the other in your weapon. I'm not sure that I should have made punching that powerful, because the weapon is supposed to fall into disrepair as you use it (that bar isn't ammo) - collecting gears repairs and upgrades it (minus the upgrades, here)

I like the ending, but it's damn near impossible to get there (probably for the best. Warning: Programmer art ahead)

I absolutely love telling stories and it's more or less why I do everything I do, from making games, to teaching & writing.

Omar Shehata @OmarShehata

Age 29, Male

Graphics Programmer

Ithaca, NY

Joined on 8/1/08

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