Very true! I hadn't even thought of this. That would also explain why some play testers didn't notice the instructions in the first level as they were going by (oops). You're right, the timer might not be necessary; the goal was to make it feel hectic, but we can probably do that in some way other than the timer.
Thank you so much for playing! We appreciate everyone who takes the time to figure it out, and we especially appreciate your thoughtful feedback :)
This was so cool; the art was absolutely amazing, and the music was super relaxing! To whoever did the background for the opening cut scene: that was amazing.
Once I figured out navigation, I got super into the exploration vibe. The story line also added a lot to the game (I liked the tape recorder in space especially). Awesome entry!
Really well made game; it was really smoothly put together! It felt oddly satisfying to have and array of laser modules blasting through asteroids. I enjoyed it immensely :)
The art was really cool, and once I got the hang of it, the game became kind of addictive. I wish I had more time to spend playing it!
I loved the art! The little construction dude was my favorite.
This felt almost like a physics puzzle to get all of the objects pushed into the right places from the right angle. It was a neat experience! Giving the objects circle colliders made it possible to push them away from being against walls, but you might be able to give them square colliders if you gave the player some kind of drag ability. (I also really liked all the carefully done backgrounds by the way)
I loved the concept; I've always thought that more open-ended puzzle games would be cool. I like that it gives the player more freedom to just try things, and doesn't guide them so closely.
By the way, I've seen your GMTK game jam games for the past 2 years (they've been awesome), and it's also super cool that you branched out into 3d (I've always been a little nervous to do so myself).
Very well done! It was fun, and I'm glad I got to play it! Never have I been happier for all of the adventurers to die -- lol.
It was a little confusing when the button assigned to each attack changed between levels, although that didn't take away from the experience. It was a good game. Good job getting it done in just 48 hours!
Thanks for playing! I did consider allowing the player to drag the trolleys across multiple tracks, but as you said, it would have taken quite a bit of re-balancing and 3 am me didn't think it was worth it -- lol. I will definitely play around with letting the player drag the trolleys across multiple tracks in the post-jam version.
I'm glad you liked the increasing difficulty levels. Thanks again for playing :)
Good job getting all the coins! And thanks for playing!
And good point about not being an endless-runner game. Originally in the description I said it was "Endless Runner-like", (since the game-play was similar) adding "Runner-like" because there was an end. But, you are right, that does still imply that there isn't an end. Thanks for pointing that out -- Much appreciated! :)
I have since updated the description, saying it is in "the style of the auto-runner game genre" Thanks again for playing!
Thanks for playing! Yeah, sleep deprived me was struggling to get the background to move correctly -- I needed to spend more time improving the game-play.
I was able to tell myself that when the game starts the trolleys are moving with the player but slower, and that when the trolleys sped up and started moving faster than the tracks that all the conductors decided to spontaneously shift into reverse. Lol, not the best explanation on my part, but it made sense at the time.
I'm glad you liked the coin system -- we decided to add them because the game-play was rather dull at first. I appreciate your feedback! :)
The intro scene/ title screen is cool, and I loved the music. It took me a minute to figure out that I needed to make the fire go out, but once I did, it was very fun! The enemies were cute, and the circles of fire effects from the gasoline can enemies were amazing. R.I.P. the fire.
It's a good game. Good job getting it done in 48 hours!
Cool game -- I liked the narrative, and it fit the theme wonderfully! I'm glad the slime is back being a super villain :)
As a side note, there was minor bug which I'm not sure was intentional. If you press space, e, and enter all the at the same time a couple of times, you can beat the fishers in a second or two. It doesn't detract from the experience though. It is still a very fun game with engaging game-play!
My compliments to the artists by the way, I loved the style. Keep up the good work!
Creative concept, I hadn't even thought about switching places with the camera man! Changing the view so we can see farther ahead might make it less difficult, but as is, it is a bit of a fun memorization challenge of remembering where the obstacles are.
Good job for a 48 hour jam! I'm glad I got to play it :)
I like this game! The little ghost is really cute, and the core idea is cool.
It is a bit difficult, and the getting the timing right with avoiding the flash-light beams can be hard. It is usually a good idea when making AI systems (even simple ones) to let the player know what it is doing -- maybe some kind of signal before the people turn around. Also, a good rule of thumb is to always make the game way easier than you think it needs to be.
Keep it up! With some improvements, I think you have a really solid game. :)