This is a very creative puzzle game. The clone mechanic is unique and challenging.
boxgaming
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Good effort for first game jam submission! Fun stick figure character. A few things you might consider if you keep developing the game post jam:
The difficulty ramps really quickly and the player needs to learn all of the moves almost from the start. I think you could have simpler levels at the beginning which would also serve as a tutorial. Introduce one new mechanic for each of the first few levels. Initially just jump, then double jump, then ground pound, dive, etc., with a level tailored to introduce that new move. Then you could just continue to ramp up the difficulty with each successive level.
This might just be me, but I would find it a bit easier to control if I could do the jump/pound/dive with my other hand. Space, Enter, or J... something like that. That would help me hold my direction a bit steadier as I'm switching between double jump and dive.
I like the hand drawn art style. Creative interpretation of the theme. I thought the balloons were some sort of bonus and didn't realize they were hurting me at first. Some kind of kick-back or visual indication that you've hit a hazard and received damage would be a nice add.
There is also something trippy about those ceiling and floor animations. It plays some sort of trick on my eyes. Once the game stops it still looks like the screen is moving for a second or two.
Beautiful pixel art pack chosen. Well written short story. This would be a nice cut scene.
Could be interesting to use the simultaneous, two-character movement mechanic for some enemy interactions along the way. Maybe each character could do a different attack at the same time...
"Remember when that highwayman tried to rob us and we used kung fu to dispatch him..."
Nice pixel art style and the farm sim mechanics all seemed to work pretty well.
If you decide to expand on this after the jam here are a few suggestions:
- It was a bit difficult to figure out what to do at first and that the table and stool was actually a shop. Perhaps switch out the assets to something more shop-y and/or at least have an NPC shopkeeper of some kind to attract the players attention.
- The action menu for the growing plots was not very noticeable at first due to its very small size relative to the rest of the game text. Probably would help to make this larger and more prominent.
- This style of game is typically pretty relaxed and chill, but even so, it might help to either speed up the growing cycle, or, as others have already mentioned, give the player something to do while you are waiting to harvest.
Nice concept, I think a lot of people can relate to getting lost in your imagination as a child!
If you are wanting to take it further, a couple of things that could help the feel of the overall gameplay:
- Consider making the hit animation quite a bit faster and give the enemies a little kick-back when you hit them. This will let the player know they successfully hit the enemy and will prevent the enemy from just rolling over you regardless of whether they've been hit.
- Try adjusting the walking mechanic. The player seems to glide over the playing field. It feels a bit more like flying or sliding than walking. I little bounce in the walk animation might help this. It also looks like perhaps the walk animation should be a bit faster to match the speed of the movement.
You nailed the Gameboy look and sound! It definitely feels like playing an old Gameboy game.
As was already suggested, some additional mechanics might make the gameplay a bit more interesting. I found that I could just concentrate on feeding the closest animals. You might consider some sort of penalty if any one animal has not been feed for too long.
Good job!
You nailed the Gameboy look and sound! It definitely feels like playing an old Gameboy game.
As was already suggested, some additional mechanics might make the gameplay a bit more interesting. I found that I could just concentrate on feeding the closest animals. You might consider some sort of penalty if any one animal has not been feed for too long.
Good job!
Yes, definitely still working on the game engine. You can check out the GX project on github here:
https://github.com/boxgaming/gx
All of the example programs are in the samples folder.
You can also view the source for the sleighless demo and run it right in the browser here:
https://boxgaming.github.io/qbjs-samples/#src=sleighless.zip
This one definitely has the dungeon boss battle feel. The music was great. I like the healing fountain aspect. It would make it a little easier to tell what is going on in the battle if the fireball displayed on top of the player character when you are hit and if there was some sort of attack animation when attacking the enemy to distinguish between movement and attack.
(Great to see another QBJS submission!)
I really enjoyed the art and animation of the characters, especially the the fist that comes out of the player blob cube when you punch, ha! It would be great if there was a squish sound when the player lands after a jump.
The game was super easy to beat and it wasn’t clear to me why I should try to destroy the cubes when I can just rapid blob punch the enemy to a quick victory.
This is a very polished puzzle game. Menus and UI look great. Tutorial is good. Overall, it is a good example of how very simple game mechanics can be used effectively.
It would be interesting to add some additional mechanics to make the game more challenging in the later levels (e.g. blocks that move when you touch them, blocks that disappear after they’ve been touched a certain number of times).







