[SA Game Jam 2018] Limb Salad
(SA Game Jam 2018)
Members: @CodeNinja& @Stygian65
Working Title
Hobbyist
48hr entry
Yea, we were the guys who took the theme literally. ;-)
You're goal is to rack up a high score by flinging people from an escalator!!
As your score increases, your flinging strength rises ....and you can throw grand ma over the screen!
Just a quirky fun game, hope you enjoy!
Here is a WebGL version:
https://stygian65.itch.io/limb-salad
Members: @CodeNinja& @Stygian65
Working Title
Hobbyist
48hr entry
Yea, we were the guys who took the theme literally. ;-)
You're goal is to rack up a high score by flinging people from an escalator!!
As your score increases, your flinging strength rises ....and you can throw grand ma over the screen!
Just a quirky fun game, hope you enjoy!
Here is a WebGL version:
https://stygian65.itch.io/limb-salad
Comments
Learned a lot about what can be done in 48hours!!
See you next time!
Our first ever game jam...crazy how the scope changes every 45 minutes!!
Next time we won't approach it the same, I guess this is how you learn.
Going to play some of your games now!
@kristy_lee0, thanks for the feedback, your work looks great, love the art style! Gonna play that soon!
I do agree with some of the other comments - that it would be nice to get some kind of feedback when you go up a level, and an indication of range (as posted earlier).
Excellent job guys!
heh the scope dragon is real. Not only for game jam games.
It wasn't obvious to me how many more points i was getting for tossing people in further bins as such i mostly just piled them up in the first bin until i tossed some poor guy to the moon. So i think communicating just what each bin will get you will go a long way to making it more satisfying.
It also should indicate when I'm able to launch again there's a long time after having launched someone where its unclear if i can launch again.
Otherwise i was smiling the whole time playing.
I liked the quirkiness and simplicity behind this, also have replay-ability. Maybe by adding more obstacles along the way can add to that, for example hitting a flock of birds in air, or a road upwards with busy traffic and for every car that hits you, you get points etc. Some bloody particle for the landing and it can go with that horrific scream.
Good job and thank you for a fun game.
- I enjoyed the premise, not sure about the name mapping to the game, but the premise once in the game feels good.
- It looks great and sounds lovely.
- The screams could vary a bit as repetition kicked in very quickly. Having just 2 more samples would have made some difference. The pitch could be tweaked programatically to create variety.
- Propelling people off the top of the escalator would be SO COOL if it looked like the speed of the escalation (lol) actually was the thing doing the propelling - so instead of the person stopping at the top and then you setting a power, they start at the bottom and you made them go up the escalator at x speed.
- There's not much feedback in terms of the relationship of the bar to the actual power of the toss. The power of each throw seems to intrinsically increase, but as the player you don't know that until it gets really out of hand and you're throwing people off the map into the unknown. Without stability in throw power or feedback to how much "base" throw power you're working with, it feels like a crap shoot and not a skill you can master (to be fair, Evan did talk about the meta skill being a secondary concern in this theme) (but then you have goals to hit so it immediately felt like I was trying to aim for the containers)
- The possibility space didn't feel like it was opening up as much in terms of possibilities - going further and further is like one dimension of possibility as opposed to possibilities (plural). I think that's important in this theme. Perhaps if further goals had more interesting things that could happen (like bumpers that bounced things/people around, or teleporting pads, whatever).
I appreciated how the elevator music fit the blocky characters and overall art style. I felt that the game would look better with shadows, but the camera that looks at the world from the side meant that the depth of the thrown character was still easy to understand.
Something I would really have liked to see with the screams is to have a long scream that continues as they fly off: that scream could have a bit of a doppler effect on it if the character moves away faster than the camera, and combined with a fleshy crunch (that ends the scream) could've really exaggerated the humour. If you were to continue working on it, perhaps other things in the environment, like trampolines, slides or aeroplanes could be interesting things to try to hit.
It looks like you had a great time though, and learnt a bunch, so there's a lot to be proud of!
we're considering whether or not we should continue ... But if we do, those are definitely ideas we will implement :)
But man I really wanted to keep playing until I managed to get someone in the really high couch-shaped box.
I had a shower, and once I came back I could quite easily fling people off the map. Not sure if it had anything to do with the time played? Apart from the panning speed and physics bugs, A way to progress like the ability to place trampolines or something would be cool to see. It may fit the theme nicely as well.
Also, what is that crystal doing in the background? Seems oddly specific. :D
More ambient sounds and a bit more scream variations would be a nice touch. Would also be cool if you could skip the camera sweep back to the escalator and get right back into the action.
Damn, couldn't get anyone to land in the last bucket lol