I think the idea behind the core mechanic is unique and the aesthetic is INCREDIBLY charming and well produced, especially for the deadline-- However it does suffer a bit from clarity issues (I kinda struggled figuring out what I could eat and what I couldn't); the biggest issue with the game is just how much health enemies have... Even with a powered up shot things like flowers and beehives take forever to kill and even the "weakest" enemy (the dragonfly at the start) requires multiple shots; it leaves you feeling weak and helpless which dampens how satisfying the game feels. I also in general think some of the patterns would've benefited from the critters not doing damage (like their introduction where you have to kill the flowers or run straight into the wall of butterflies); but with some tweaks to the numbers this could really be something special. Also, this really could've used some score. Sick stuff either way though! Seriously well-produced.
Viewing post in Roberto is Learning Magic jam comments
Thanks a lot for your feedback! And I’m glad you enjoyed the vibe we tried to create with the game ^^!
Honestly, I was already prepared for you to critique the enemies having too much health, since I’ve seen you (rightfully) leave that same criticism on other games, LOL!!
I agree with pretty much everything, I just wish we had more time to properly design the stage and balance things 😭
As for the score, I really wanted to add it but we sadly had no time to come up with a scoring system. Even then, I wanted to at least include some stats at the end for boasting / competitive purposes, but there was not time for that either, so RIP.
LOL Sorry if I've come off as intimidating in comments 😭 I just try to bring attention to the "little details" and how they can make a huge difference, even something as simple as lowering or increasing a number by a little. And yeah, don't worry, I can relate to being super tight on time by the end. You managed to make something impressive in spite of all that!