Haha, I mean, if I made it more than a 20s game, that would've been nice to add in more of that, but with just 20s, I went more of a drag strip feel instead of race.

Ganktronics
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I liked this, it's fun to play, especially once I decided to bounce off the sides. I like that you get bigger too, so the score starts to get bigger quicker. That's a nice design call. A little hint I learned from a previous jam, if you adjust the pitch randomly on the sounds that are most repetitive, like the bubble popping or the flapping wings, it sounds better. If you added that, it'd add a nice little touch. Well done though! Love that it included leaderboards and a high score tracker (I need to add a leader board game one day, lol). Nice job!
Haha, well, I did go to art school for 3d animation for a few years before I switched to software engineering, and pixel art or vector art are my favorite media. May be a little unfair to compare. Then again yours is still nice, and we've got plenty of examples of indie games doing quite well with brotato graphics. They have their charm.
Haha, no need to prove it, I believe you. I've no idea how to do a game maker leader board either, but you could probably still save like the players best time, so if I come back to it, I can see what I did last time and have a goal. I imagine that wouldn't be hard. I think that'd be a nice touch to this.
The music reminds me of my favorite game, Mass Effect, so I feel obliged to comment, lol. Just curious, I know there's an AI disclosure for the art and stuff, did that include the music? Or did that come from elsewhere?
Gameplay wise, it's simple and easy enough to play quickly, haven't ran into any bugs or anything else, a neat take for sure.
It's a nice little game, I did have to turn it down, it was loud and the music was not a part of the charm at that volume, lol. I have no idea what my fastest time was, but it got nowhere near yours, I think low 16s for me. Maybe that's something to add, just tracking the best time a player got? Other than that, it's a fun short game.
How did you get down to 12 though? lol. My fingers would die, lol.
At first I didn't realize I had to click to ante up, and i'm still not 100% sure what I'm hoping to roll or how to win on purpose, but I did at least win twice now, lol. I think a little clearer instructions on the page would help out, but it's still a good little game if you just go on chance like I did. It is nice though, loved the intro and especially loved that you added in the skip option for us to get right back to the gameplay. Nicely done!
I love the palette on this one, and the transitions and animations on it. They're all very well polished. The sounds go great with it too. This could be a great minigame inside another game just as well as it holds up on it's own too. I could find like no faults except one... the letter says "dept" and not "debt" in classic game jam fashion :)
Again, I love everything about how this game's presented, and I'm definitely going to have to use this font in a game sometime. Great job!
Haha, I don't know if they're like near AAA level, at least not modern AAA level, but I'll take it. I think the palette I got from lospec actually makes it pop. So much that that's why I gave it the name with Bubblegum in it, because I was leaning towards like Blackpinkslips or something, lol. Thanks for playing! I'm glad you liked it!
Thanks! The tuk-tuk is meant to be HARD, like in all my plays it practically requires perfect shifts and zero crashes and even then it's tight, haha. I did think about randomizing breakdowns, at least for the sedan and tuk-tuk, but decided against it to be a little easier since it's just 20 seconds. I might add it in if I decide to adjust the difficulty any though. Thanks for the feedback, glad you enjoyed it!
I know I'm supposed to like, give feedback on the game, but my dude... that css... *chef's kiss*.
It's a neat little ... I dunno, do you call it a visual novel? I'm unsure what the genre is, but it's a nice experience. I love that it rolls over into the achievements screen for interactivity. Nice job!
A nice concept, probably what it actually looks like inside my local FedEx. Do the boxes art mean anything? Like it *looks* like they mean stuff, given i've seen text like "bread goes on top" and such. I know we dont' have time for tutorials, but maybe a note on what each type of box is in the description might be helpful? And since you're tracking the score, maybe saving the high score for each player, if you were making a game for others, it'd be a way to drive up two things, replayability and users talking about their scores, and that talking means more visibility in general.
Good job overall though.
Haha, I totally expected to see like "defuse the bomb" type games. I did not expect to see a microwave instead! Good job on a 20s game. I got all 3 endings, lol. I think a few improvements for this might be (besides the issue of not seeing the pizza), the endings letting you go back to the start to try again, and maybe a tracker of your best time left, like to the milliseconds? Still, it's a nice job!
This is neat! I love that you made it play piano sounds when you type too. I like it. The take on "out of order" is well executed, it's replayable, it looks and feels nice. Honestly, this could be something like one of the little NYT games I play each day, with a little tweaking to fit it (like a set of words each day for everyone, and some way to share the score). It's a neat little 20s game!
Alright, so I updated the description a little, maybe that'll help. Points out the sliders and mentions how to get a perfect shift, which speeds you up. And yeah, saves are for best times, since I don't track distances to the finish line, maybe I should?
Hopefully those hints help. If I get feedback that it's still too hard, I'll adjust the speed or timing on the racer and sedan, the Tuk-tuk basically requires getting perfect shifts and not hitting anything to win. My best times on it can't seem to get lower than 19.5s and that's where I'd want that one. My other cars I can get down to low 18s, which may just be me having (obviously) played this inside and out the whole time, so we'll see.
Thanks for the feedback!
Thanks! I'd been playing around with an audio bug today, but there are sliders for the sounds in the upper right of the game, should help when you get back to it. Since I have tomorrow off, I'll update the build with a lower default for music at least. The save feature would still keep what you had when you tried it though.
Had a little control sluggishness at a few points which were a little frustrating, but otherwise, like this is a great little gameboy game. I am... possibly embarrassed by how long I stood around wondering what to do after having gotten the wrench but not noticing I got it the first time, lol. Great job!
I saw a cursed coin game and came to check it out. Nice take on this, the coin flipping mechanic was neat to see and you used the palette nicely. I ran into the fishing bug, but got past that thanks to the description info. I feel like the opening cutscene could've used some audio, and the text could've used some pause points to read, instead of scroll, but otherwise it's a good little game. Nice job!
It's an excellent little pinball game. For trying to be a gameboy game with the theme old gold, I do feel like the rotating wheels/flippers don't align to pixels well. You'd nail that gameboy feel if you had used sprite animation instead of rotations. The controls weren't intuitive, so I had to read them to figure it out, but after I realized the setup, it went well enough. Good job!
This was nearly perfect, in my opinion. The only thing that could've made it perfect would've been a bit more forward with the theme, though I'm not sure how exactly that could be done with the same feel of the game. The old gold, while there, could've been nearly anything else not gold and the game would've been the same, like it wasn't the quite integral enough for 5 stars there. If you found a way to make it more integral to the game, man, this would've been 5 stars across the board for me. Also 0/10 for realism, I've not found a scuba kit that let's me stay under that long :P
Great job!
As someone who's also made an inventory battler (for a previous jam) I appreciate seeing one in a gameboy jam for sure. I think it would've been nice to have proximity buffs/effects, though I'm not sure HOW you'd explain them to the player, unless you had a "press b for more" or something on an item? Well done though! It was neat watching gold go up in value and having to decide on when to sell vs hold it.
Awesome use of parallax, explored around a bit, the map is large for a jam game. Could've been nice to have a few in game pointers to direct you towards where to go, perhaps? I swear I walked forever on the rooftops to risk it all for a chest with a dagger in it, and wasn't sure if that actually helped me (fell to my death soon after thinking that was a spot I could jump down.) Good job on the game! Definitely neat visually.
Gameplay loop is fun, and the theme is there. I think the sounds and the way pixels on the ship rotate instead of being animated for 8 directions ruins the "gameboy feel" of it a little though. The fact pixels can go at angles for the ship instead of adhere to a gameboy-like screen is a little off. Other than that though, it is neat to play and looks great. I like it!







