There is a margin for error, but it's pretty tight in most levels and unclear when an individual piece is "valid" vs "invalid". I'm working on changing the shape detection to be completely relative, so it can be anywhere on the platform.
Mystical_Pidgeon
Creator of
Recent community posts
Super cool, super polished, your teams stuff is always so good! Really the only critiques I have are the handful of bugs you're already aware of, and that controlling the size of portals is a bit odd but I don't really know how I'd change that - maybe have buttons that can cycle through available portals so you don't have to click and drag?
I like the main idea here - needing to flip between the main game world and the blueprint to adjust objects is super neat and has a lot of possibility space. As others I got stuck in a level where it looked like there was a box under a bridge? I was enjoying it up until then, and could see this being really cool if expanded.
Love the idea and the charm. Gonna be honest, I was surprised to see that our games are pretty similar in overall goal and art style, yet very different in terms of control. Moving the arm with the mouse is really tricky, I'd love some way to have more control over it. The actual building is nice and the levels are all cleverly done, I just wish the arm didn't rotate around almost unpredictably at times.
Love it! Really I only have 2 complaints - I want keyboard controls for the different actions so I don't have to quickly move my mouse between different on screen icons, and I want a bit of level restart forgiveness (radish boy starts moving immediately on restart after a death, maybe if there was a "start" button?)
Very neat idea, would be a good base if you keep at it. It starts feeling repetitive after a few levels, without much being really changed up. The menus are also a bit buggy - I'm not sure what caused it, but every time I started a level I was paused and had to hit esc twice to open then close the pause menu and let the level start playing. This got to a point where the text "paused" was permanently showing on the screen.
This is a pretty fun idea. Looks good, sounds good, very easy to understand.
I echo what others have said, the movement is too stiff and the perspective is difficult to work with. I'd recommend having a bit of acceleration to the birds movements to smooth out the motion and either move the camera back, shrink the bird, or have some kind of outline to better see the pipes.
It bugs me that hitting the left/right arrow after I've moved all the way to one side triggers a jump. At first I didn't understand that's what was happening as I was jumping directly into the ceiling and losing.
Getting a point and then immediately moving left or right should have more forgiveness - maybe disable the colliders once you get a point?
Thanks for the feedback :) The gameplay definitely is too easy, I've been playing around with pickups and plotting out ideas for a few different game play mode possibilities to try and improve the difficulty. That being said, you do get blocked by your road if you aren't careful - collisions with the highway support beams or the underside of the road count just like another obstacle. I could play with the entire road becoming an obstacle, though would need a good way to signal that to the player (and personally I like that you can drive through an existing road to make a jump).
Wonderful! Yeah it's definitely not perfect, but now we're only updating 2 small chunks of the mesh per frame instead the entire mesh, and I can properly cull sections that are off-screen. Likely it's still slowing down when most or all of the meshes are on-screen, so that'll be some proper mesh optimization on top of the chunking.
Thank you so much! I do plan to work at least a bit more on it beyond the base post-jam polish, we'll see how far it goes. Those are all great suggestions. I definitely need to play with quality and want to incorporate that into the settings, the shadows bug me too. I hadn't thought of rivers, but that's an interesting idea that I think I'll explore, I could even put boats on them that act like the trains but more curvy.
I've already begun work on a collectible system. Currently I've only prototyped out 2 collectibles, 1 gives you an extra car and 1 gives you more time, but I'm definitely going to explore more game-changing ones like speed increases or invulnerability. I'm thinking that if nothing else, I want to have an alternative game mode that works similarly to what you suggested where you start with 0 cars and the player has to go out of their way to get cars on their road. From there I've got a few potential ideas:
- Each car has it's own destination and delivering that car will give you points or extra time. The timer is shared
- Each car has it's own destination and it's own timer - you get more points for delivering a car quickly to it's destination and have to avoid any car getting "stale". Would need a way for the player to switch the GPS between targets (probably want to display distance to target as well)
- There is still only 1 destination, and you get more points/time for delivering a lot of cars at once to incentivize picking up and traveling with a large convoy
I'd be curious to hear your thoughts :)