Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(2 edits)

Top notch aesthetic and design but I found it really hard as well. So most of my comments will be on difficulty design.

1. I think the "# of shots" mechanic is a bit too punishing when you can't see the full level from the start. I'm was often forced to retry as I couldn't gauge how many shots I need to preserve. 

2. I had a sort of "neon-golf" vibe from the game and maybe that's a solution to 1.: Instead of limiting the number of shots, give a "par" for each level and punish through deduction of score? Or, if you want to preserve the limited shots, add a finite number of "bonus shots" that are used up whenever you go above the limit. However, these bonus shots are shared between level and going back to an older level and improving your play there will recover them.

3. I was confused too by the overcharging power but that seems to be more of an UI issue after reading the comments? 

4. Maybe add an (optional) indicator for the arc of the throw? I think a few options to making the "throw" easier to estimate would go a long way in accessibility. 

Again, it's clear a lot of work went into aesthetics and that def. paid off but I also think that the underlying mechanics are neat and full of potential. With a bit of tweaking of the difficulty you'll have a really interesting (and less frustrating :) ) game.

Edit: Two things I forgot and appreciate: Ingame tutorial and story were both very welcome and are so often omitted in game jams (takes one to know one, eh?) so that was very welcome sight!