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(2 edits) (+1)

Fantastic vibes (it was like playing a screensaver or somethin), clever central mechanic, and satisfying powerups. The game was frustrating at points, but I think it was in the good way that motivates you to overcome the challenge and (mostly) not the bad way. Awesome job. Fuck the farfalle starship swarms.


The only minor criticism I have is that your ability to handle the later levels seems to depend a lot on how quickly you're able to get the jump powerup. Considering how fundamental it is to the gameplay, I'd suggest making it available from the beginning but maybe putting it on a cooldown or giving it charges or something. That way I still have to be judicious with it, but I'm not totally fucked if the enemies swarm me before I have a chance to grab it (and sometimes the powerup comes in a lane that's already swarmed to hell, so there's little hope of getting it). I also wasn't sure which of the projectiles WAS the powerup at first, so it took some testing and dying before I realized it.

Really excellent entry. Nice work!

(1 edit) (+1)

Hi thanks for playing, glad you liked it! In regards to the jump, we were trying to remain as true as possible to the earlier tempest games  which also have the jump as a collectable powerup, but believe it or not it's even worse in those games because the powerups are randomized. I set it up so that you only have to kill 5 enemies for the powerup to spawn and you ALWAYS get the jump first because, as you pointed out, it's a crucial defensive maneuver. So I tried to un-fuck it as much as possible while staying true to the source haha

Also Farfalle XD