Thank you! I knew I wanted to do something isometric and basic shapes like prisms and cubes, the LEGO was inspired by kenny's blocks really, so glad that worked out!
ThakaInsaan
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Fun interpretation of the theme! Wish there was a way to restart it/ it restarted when I failed the sequence. I can see this being a core "cooking" minigame in a restaurant management game, it would be so cool if at the end of each order you get to see a customer with this wonky looking burger you just made
Thank you! The levels are currently not procedural, I just place the doors manually for each scene - I do want to make it a system which manually spawns people and doors so you can have this continuous gameplay going - but for later I guess!
also appreciate you catching that bug - will look into it in a post-jam fix!
I thoroughly enjoyed this, what a great concept! The gameplay is simple and satisfying to get right and the narrative that unlocks in the words is the cherry on top. I think this would fit very well as a minigame in an indie game where you play a spy or something, its very repeatable and I think can be expanded to add complexity (by adding more keys/ having hold interactions etc.)
Great job! It's a great comprehensive package!
Very cool! Love the mechanic doing 2 things at once and that its so physics driven -m y only issue was the yoyo wouldnt rewind super well? maybe there is a timer but it wasnt clear why it wasnt rewinding sometimes. I also think the structure you have gone for - waves and upgrades is a perfect match for this game
I think there's potential for something cool here, I'm just calling out a few things I think can help if you were to work on this further
- Cleaning up the environment a bit, so enemies and the player stand out more
- Having enemies spawn in always at a minimum distance around the player, I sometimes had people spawn on the location I was at
- Add a line to the yoyo so its visual where it is when it goes off screen
- Feedback and effects to enemy spawning, dying, rewinding the yoyo
- Maybe the yoyo can have physics and collider with obstacles in the real world ? Maybe this also spins you around? Something to explore
I had fun and see potential for something bigger here so I wanted to make sure you knew!
Pure arcadey fun! I love it! It all comes together so well and in such a short time- impressive! The heart is a good mechanic to provide some relief, but what could be cool is allowing the player to somehow be overpowered (like Vampire survivors/Brotato) and like firing tons of rockets at the invaders
Smaller feedback which I think could improve the experience
- I love shooting other missiles out before they hit me, it would be so cool if that exploded with a tiny particle animation
- Firing at hearts to collect them instead of having them "come" to us, this is just a gut feeling but imo makes sense to make EVERYTHING about shooting
I think you captured the tram really well! Love the conductor going back and forth inside it at each station. There is something very cool about having 2 "win" destinations. Thinking ahead, I wonder if there can be room for more strategic gameplay at the stations, maybe you leave early/wait longer for some passengers at one station and how this would affect the other station. ofc that complicates the game but would love to see it explored if you work further on this!
Nice and simple! It's neat that you were able to add in feedback, sounds and custom art in this timeframe - its certainly a complete package!
I only played till the second ladder, but would have loved to see a way where the mechanic expanded beyond "here's a longer ladder" so if you were to work on it further, thats something to think about.
Great job at publishing your first game !
Its really cool what a simple change as executing basic platformer controls into a 2 button job does for the game experience. Executing a jump and attack felt like an accomplishment! It might be interesting to incorporate cooler moves with a longer combo if you decide to update this later on.
I do think the hard reset to the beginning is a little too challenging, a health system might have been a little more forgiving, especially since the sword/spike thing can kill you.
The gun shot sound is oddly satisfying and familiar, overall, good job on the game :)
Cool idea! I thought it was simple and straightforward in the first level and then the jumping came in and thats when the smartness of the idea really shined! As a comment below mentioned, the direction of the bounce seems random but if it were to be fixed based on the incoming angle, theres options to strategize on which blocks to take out. I think the getting stuck in a 2 block high hole is something I'd prefer to strategize around rather than double/triple click away from
Smart mix of mechanics and a clever interpretation of the theme, I enjoyed playing till the end :)
Thanks for your feedback! Glad you enjoyed it :)
Never thought about bricks in the game really, we started with fission and fusion being related to the theme, and then we added on the laser. So the paddles sort of came out of needing a way to control the balls. So yeah I guess that's the part we took from breakout rather than the bricks.
Fun mashup! Its interesting how both our entries are breakout-inspired but we chose to retain different elements from them.
My only feedback is that I'm not sure how I feel about the snake dying when it touches the edges, since originally you can disappear of one wall and reappear on the other side and that might've been a cool feature to retain.
Also, Very smart interpretation of the theme! Good job!
When I heard the theme 'Joined Together', I thought of cults, its really cool to see someone take that idea into fruition! I really enjoyed growing my army but found the combat with zombies kind of easy and not challenging, after you dodge that first bullet they cant really do much.
Its a funny and quirky game with a unique interpretation of the theme but I do think the gameplay has potential to improve. With things like the zombies chasing my followers or different kinds of enemies?
Really fun take on the theme! And really good level design to play around in as well. I really loved the constantly moving level till I ran into a bug where the character wouldn't jump. I believe it was in the last stretch when I had 1 red person and another blue and I had to go through white spikes. The blue person stopped registering jumps.
Considering how many levels there are I think some bugs are okay in a jam, you've taken a good idea and executed it will. Really love the simplistic art style as well.
My brain hurts, those were some good puzzles! I've seen puzzle games involving synced player characters before (not in this jam) but the addition of the asymmetric enemies adds an interesting challenge to the puzzle solving. I didn't manage to finish all the levels but I really liked how each level sort of had a "story" in terms of how its solved.
There's some really good level design here so I'd love to hear more on how you went about designing them, did you start at a solution and work backwards? Solid entry, good job!