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A member registered May 08, 2019 · View creator page →

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The game looks awesome,  would love to play it.
However it doesn't seem to be working on my Quest 2

I got it to run and was able to play the first part of the tutorial, but then I need to jump which I don't have a button for apparently.
I tells me 'Press Button to Jump' and the right A button lights up, but none of my buttons let me jump, so I'm stuck in the tutorial.

I've read you haven't worked on the Quest, but do you have any idea how I could map my buttons to allow for jumping? How is the action/button called on the other controllers? 

Thanks in advance

Any help on the 'setting up' part?

got the game to run on my Quest 2  with Virtual Desktop and SteamVR but the mapping of the controlers don't fit. Tutorial tells me to press buttons I dont have on my Quest 2 controllers. I tried nearly every binding.

Awesome game, 
very polished visuals 
and great audio

Have seen a few with that idea, but this one was really well done

neat level design apart from a few frustrating ones
I prefer A and D for movement but it worked with arrows too,

the spikes were a bit annoying with their hitboxes in a way that touching the side would also kill me,
But I cant really talk bad about spikes, after my game :)

Looks and feels awesome,
really nice polish

it was also easy to hit the right block and even if some parts are a bit hard, they are nicely done.

however, after a hard part should be some kind of checkpoint,
its really annoying to see him fall agian after finally making it though a part of the level.

also he once fell down multiple parts, which made me quit the game.
but beside that, great work

It was more or less by accident :)
I noticed how a bed pushed him into a corner and started to push more stuff into that room so he could not move anymore.

it was the last one in the middle
I think those are bedrooms, cant really tell after everything flew everywhere

Thank you very much for your feedback
really appreciate it

yeah, I tried my best to have the player to first get comfortable using different controls and then try to get better and master them.
Difficulty curve could have needed more testing and tweaking, just didn't have the time left after creating the levels.

I'll make sure to improve the way I convey the controls to the player, 
I thought leaving plenty of time in the first level would allow the player to start slowly and read the information on screen,
I guess just having a timer makes this difficult, especially when you don't know how long the level is and how much time you need.

I wanted to have it be a bit more on the difficult side, but not go full kaizo.
I tried to provide a bit of a challange but didn't want to leave anyone out .

As mentioned on the game page, after the level design and creation depleted most of my second day
I didn't have the time left I planed for improving the other aspects.
Camera and Physics could have needed more love.

Awesome game, relly fun to play

Great visuals and audio
Nice addition to the jam

I always love to see lefmade art and audio
even more if the fit togather

Had fun playing the game,
Only problem was, when one control went out,
I was unable to get more on that side,

So after not being able to go right, I couldn't get anything on the right side.
was a bit annoying to see something I need on that side

All in all a good game,
Great work and a good fit to the jam.

Awesome game
looks and feels really polished

perfect fit for the theme

Only problem I noticed was, ist possible to barricade the king into a room, so he cant move anymore. 
But it was still fun to do so. 

great work

Very polished game

I love the visuals and audio
Maybe have a bit more soudnfx for repairing?
fun concept to run around and repair things,

just feels a bit like a walking simulator if you need to pick up something from the other side to repair something on this side.

All in all a great game

Creat game
I always smirk when I see a 3D game in a jam,
Because they are either well done or just very basic with sloppy controls

Switching between runnning and shooting was an interresting take in a 3D enviroment,
I could play from start to finish wihout any problems, so great job

Animations were a bit odd and wall hitboxes seem a bit to big,
And camera was a bit wobbly when moving/jumping, was a bit hard to aim midair.
but I usually expect something like that for a 48 hour game.

I just missed some music and sound effects,
You'd be suprised by how much they add to the game.
And if you can't create something, or dont have the time,
Pick something from an asset store.
There are a ton of free packs and they can greatly improve the feel of the game.

Great game
I've seen this idea a few times in this jam
But I like the simplicity of yours, and that you just continue moving after you release the button.

That was probably my biggest concern with similar games, where you just stood there after releasing the button. Also great to collect the buttons and have multiple of them, not just one for each direction.

Compared to the other games, yours is way less frustrating. Visuals are great, I love to see selfmade ones.
Was just missing some background music. It feels a bit odd hearing nothing than that jump sound.

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I really wanted to put more time into Physics/Movement because thats what a platformer is all about, 
I stuck with what I had and wanted to 'tidy it up' at the end, but there wasn't enough time left.

The higher jump part was actually something I had a lot of fun with during testing.
While sliding down a slope, quickly move the other way, jump and change directions mid air. Felt like an out of control speedrunner, so I just left it in :)
Didn't notice it gives an unfair boost at one level.

I like the idea,
its fun do redirect the train and watch the consequences

Just the switching feels a bit unresposive,
Sometimes I need to click more often and sometimes it triggers but I didn't notice right away
becaues the lever is a bit slow

Maybe have a little sound feedback or a quick visual indication

Sound is great, background music seems to get a bit annoying after some time
some variety might help, or a mute bg music butten

All in all a fun little game and an interresting take on the jam

Fun game,
I like how easy it is to get into it,
and that is is played like a top down shooter, while also being some kind of puzzle game.

A background music would have been nice,
just having the sound of the gun gets numb after some time.

And I've already read about having the gun snap to certain degrees,
would be a great idea, because having to hold the button until you have the right angle can take a while. 

Other than that, great game and good fit into the jam

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Fun game and fitting to theese times,
I love how the difficulty ramps up by just having less people wear masks.
Nothing else, just less masks.

First I thought that putting on masks was a waste of time, you could just run around and disinfet everyone without using masks,
But a few waves later I noticed it gets significantly harder if you dont give everyone a mask.

Looks awesome when during the 5 seconds spawn timer you already see how fast it spreads on the minimap, and the fewer masks the faster it spreads.

Only thing I'd like to have added, would be some sound effects and some feedback when you try to use masks while you dont have any.
Tried to put on more masks and was wondering why it didn't work only to realize I don't have any left

Sorry to hear that,
may I ask what the problem was?

Were the controls to complicated or was it the spikes?
I tried to use the spikes to slow down the player and not have him just sprint though the level.
I might have overdone it and they are a bit hard to see.

I used Assets from the store, because I'm not really good with Art and time didn't allow for it.
This was my first Solo Game Jam, so I prioritised to finish in time.


Not sure if it was a bug, but when the Drone moved forward, it just slid without any animations.
To be honest, I'm not really sure what animation I'd put on the drone, but having nothing just felt a bit off.
Maybe a bit of Up and Down movement to simulate hovering? With a synced sound.

The sliding on the wall was benefiting me most of the time, 
but I'm not sure if you want this in the game, just feels weird

Fun little game, 
a bit on the short side

I love the way how you present the controls to the player
and how you shuffle them, that really adds to the game
to use the numpad was somewhat different, I like it

I just missed some audio and animations,
not having music and sound effects just takes away too much from a great game,
next time pick something from the asset store,
it helps a lot to have at least something

Finishing a good game in 48 hours is a great accomplishment though,
keep up the good work,

Awesome game,
Visual, audio and feeling all fit perfectly togather,

the change of control is a nice take on the theme
I also like the option for hard mode

Only problem I had was that its a bit laggy,
probably because its in browser,
even though I prefer to play in browser,
maybe have the option to download it for better performance

Interresting idea,
not really my prefered genre or engine
but a nice twist making it into a downhill skateboard game.

only annoying thing was the long time it took from dying to playing again,
if you have a game where you can die more often, keep the respawn time to a minimal

Awesome game,
Visual and audio are great and fit the game neatly,
controls are simple and you get right into the game without much of a learning curve,

Maybe a few more camera effects would be great, 
like a screenshake and a red color for when you're hit
or a little border when the special is ready,

I'd wish for a multiplicator for hitting more enemies at once.
I love to have them multiply to a huge number and then hit them all at once,
thats just more fun to me

Only the really fast enemies were a bit annoying,
as I just could not outrun them and seeing them comming with so many others was a bit hard.

Those were just minor things I had in mind after playing.
Creating something like this in 48 hours with selfmade Art and Audio is awesome,
Overall it was a great game, and I might continue to play it from time to time,

Thank you very much,
interresting idea, always love using games to teach/educate

Some mentioned switching controls mid air was annoying,
Might just be that the game doesn't provide any feedback when the buttons are changed or right before they change. Will dig into this

thanks for the feedback

Very interresting idea,
Adding controls to cause caos

I also like the tutorial

Better visuals would be great,
just having a square and a circle just doesn't make it that engaging.

Also not everyone uses the same Keyboard layout, so controlls might end up all over the keyboard
Y is switched with Z for me, but I had the same problem in my game, so don't sweat it

Looks great but not really fond of the gameplay,
dodging the bullets and shooting the enemy is a pretty common game,
and the mechanic of only being able to shoot every now and then seems just a bit annoying,

my biggest concern would probably be that for the little ammount of shots you can get off, hitting the enemy that far away while he is moving is a bit hard. Having to do it right at the moment it gets ready or not being able to hold it for longer adds to that.

Never the less, 
Great work finishing a game with selfmade art,
Never underestimate how big of an accomplishment that can be
keep up the work

Fun little game, 

better visuals would have been great,
just seeing little dots and whatever the bullets are supposed to be is a bit boring.
Menu looked great though,
Maybe add a 'next level' button so I don't have to go to main menu,
you dont want the player to break out of your game loop.

Also had a little bug where I could't move the last placed robot (sometimes I couldn't even see him)

Awesome work, love the look and feel,
one of the better 3D games from this jam

Other than a few minor bugs and some funky lightning
the only thing I can mention is that the controls felt a bit weird
especially jump and roll
Also I think you forgot to normalize the vector,
pressing forward and sideway makes the character move faster.

Menu was missing, but not really that important.

Creating something like that in 48 hours is a lot of hard work,
please continue the game, it has the potenial of becoming something bigger,

May I ask what asset pack you used? Looks great.

Oh, wow
yeah that sounds frustrating
I never came over 30 I think,

I know how annoying it can be to strip a feature because of time constraints,
I had a huge list of things I wanted in mine, but dind't have the time
Finishing a game is the priority,
hats of to anyone who manages to do so

Really good gamea and a fun mechanic,
first time I read that I had to build a deck and play them I thought that was too much for such a short game.
but after realizing I have to build it by picking one card each round was great,
I really like the idea of that, 

other than mission audio and not so polished looks,
great work, keep it up

I like the music and visual,
but the game didn't really feel out of control since the only thing that I had no control of was speed, a lot of top down shoters are like this (they dont change the speed though)
the only times the change in speed was really a thing, was when it got really slow
Maybe have the whole game change speed and add a few effects like camera shake if it gets faster?

Haven't I seen this game somewhere?
I'm pretty sure there is a youtube video about something very similar
with different art and audio

I like the music and visual,

Haven't I seen this game somewhere?
I'm pretty sure there is a youtube video about something very similar
with different art and audio

Great game,

after the first two levels I thought I had it,
didn't took to long to lose control, was fun

I also like the quick reset button and the fast level switching,
you don't loose any time between plays

Visual and audio are great,
maybe a few more background tracks would be awesome

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Great idea,
maybe a bit annoying if it takes ages for the enemy to get in range.

Only problem I had, was the key Z becaus I dont use a QEWRTY keyboard layout,
so Z was way off from the others
But I did the same mistake in my game :)

Great visuals and neatly picked audio, 
so overall a good game

Neat visuals and sound,
Controls were a bit off, walljumps felt somewhat problematic
and if you missed your jump and the side of the screen ate the other wall, you were stuck
maybe add the option to use the side of the screen as a wall?

Not really sure how the frustration changes the game.
Did the scrolling get faster? Didn't really notice it

Fun little platformer with self made Audio and art,
great submission for the jam

Great take on that type of game.
No idea how the genre is called to be honest.

I've seen some of theese games, but I have to say this one has probably the best visuals.
Was a lot of fun to watch the whole thing go out of control.

A few things I'd have liked to be a bit different though:

Loosing after juts one missed point is really punishing, 
maybe a 3 live system, or subtracted points

Sometimes the buttons I need to hit are a bit off puting,
If I constatly need to have one hand on the left side and the second hand on the right,
Its a bit annoying if I additionally need to use the arrow keys,
I love to have to switch hand positions after each round,
But maybe have the panels spawn in a way to keep the keys to positions that I can reach with both hands without moving them. And then after a restart change the position.

And a way to pick the panels would have been awesome, 
so I can play my favourites more often

All in all great game and a perfect fit for the Jam

Had some fun playing the game, 

As others have mentions, file size is a bit big, for such a game.
Didn't have any problems though.

I missed some way of looking around,
if you slide into a corner, you can't really aim anymore as you only face the corner.

Also the sliding was a bit odd, a animation would look better,
but I guess thats because of time limitation

Other than that, great work

Fun little game,
could play though the whole 50 cars if it werent for the huge hitboxes,

I felt a bit cheated when I lost two cars because they got closer than 1 meter to each other,
going by the usual parking spaces, you need to be able to park them closer than possible in this game.

Also the music gets way to loud, a mute button ingame would be awesome

other than that, a great game

Interresting idea,
great visuals and fitting music

However I didn't really know the mechanic and couldn't find anyting on that (Tutorial, help page, ...)
After picking up some controls I could still move all directions after others I couldn't use the one I picked up. Couldn't really get far, without knowing how the game works.
Is there a hidden count I loose everytime I pick on up?

A simple text on the side of each level with information would be great.
Or a quick guide on your page at least, 
You can add that during rating week

That point should has a red key, if I remember correctly,
could be a problem because of key and platform

I will probably change the character controller and physics if I ever continue on the game, so I'll leave it for then.

I tried to have more movement in both directions in the later levels,
the first two were mostly tutorial and making you comfortable with the controls,

The third level was probably the first point, where I tried to force the player to use both directions,
Also the idea with the spikes were to have the player advance more slowly and hopefully use the left key to slow down the movement a bit.