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(+1)

Your character controller and the sprite-work are excellent! I love the enemy designs and the aesthetic of the tower.

I wish there had been some background music, the soundscape felt a little bit sparse. There's some great opportunity to let the soundscape reflect the player's decision to lose control.

Do give some serious consideration to your level design: if what you have is a perfect mirror image on either side -- and if there is no incentive to explore "side areas" -- then at any point half of the traversable space in your game is wasted. If you trimmed out redundant areas, and/or put meaningful collectibles in them (e.g. armor to block enemy attacks, speed bonuses, health pick-ups, etc.) you would have a much more engaging experience.

I had wished there were more mechanical consequences for my choice to lose control. As it stood, I was happy to get revenge on that lil' spongebob-looking guy for all those times he messed me up. Maybe make the player's controls actually rebel against them, and introduce tougher enemies that don't take kindly to your being out of control.

You have some great bones for an excellent game. Give it some polish, and keep up the good work!

(+1)

Well, thanks a lot for the feedback! Regarding some of your criticism... Yeah, initially I was going to add more stuff, like some background music and a more refined level design. However, I managed the time very badly, and towards the end of the jam I was forced to rush the game, and I wasn't able to implement a lot of features...
Just to say: I submitted the game 10 minutes before the deadline, and I rushed the game page so badly that I even forgot to describe some of the game features, including the ablities you gain when you choose to lose control! I'm really TOO disorganized!

By the way... Thanks again for your feedback, it helped me to recognize my strengths and, above all, where I should improve. I understand my mistakes, and I will try to improve myself more and more!