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Thank you so much for playing and for the feedback! I laughed out loud about the game over, because it's true, in the rush of the jam I didn't even remember or think about it until now lol.

Regarding the different styles, it really happened: on the title screen we used Canva to quickly put something together and added the flowers for identity.

Did you consider the initial cutscene a problem? Because I think it's normal for a cutscene not to be in the same pixel proportion as the game. Here, I actually reused the game's assets so I wouldn't have to redraw anything due to time constraints, but I used a closer camera to really make it look like a cutscene.

The circle in the plant area in the game used the standard Unity circular sprite in a hurry, and it really doesn't match the rest of the graphics.

As for the diagonal shot, if you use a vertical and a horizontal arrow together it shoots at 45º, but I agree that it can still be difficult to hit enemies that move at any angle.

(+1)

Oh yes the rush of the gamejam, I made plenty mistakes too. (The enemies in my game don't even face the player they just look up and I didn't notice it haha) No I didn't think the art in the cutscene was the problem, it was quite nice actually. I was more referring to the textbar and text in the cutscene, it felt a bit immersion breaking. (should have clarified that in the first place) And as you mentioned yourself the circle looks off.  Smart choice of reusing game assets for the cutscene, I hadn't noticed it at first!