Uninstalling Aimlabs. this is the only thing I need to get better at Counter Strike.
Made it to level 16. Cute presentation and music.
i liked it! played for a few games to get the idea of shooting. I think the concept is actually really fun and a nice balance of action and strategy. really enjoyed the graphics too. One piece of feedback: important info was on the left and right of the screen, which is fun for shooting, but sometimes made it hard to go to the shop/check my money without feeling like I was wasting time not shooting.
Love the visuals and particles (especially the "viral" effect). The mechanic with focusing fire is really neat, and the autoaiming was pleasant to use instead of inhibiting. Great work on the presentation and controls. One criticism is that sometimes the player ship can get lost among all the particles.
The aesthetics are peak and gibbing is so much fun. After a little bit of time playing, I realized this reminds me a lot of call of duty zombies "training", where you'd get zombies to line up for faster killing, but as a game! I noticed 2 minor hiccups; it seemed performance lagged a bit when cleaning up decals at the end of a round. I also noticed when framerates dipped, I was able to fly into the air with my shotgun kickback, which to be fair, was extremely fun. Only noticed because I played for a decent chunk of time and found it quite enjoyable! Only gameplay thing that tripped me up is I thought explosions hurt me, so I tended to stay away from zombies, which was hard since the shotgun has damage falloff. Once I figured out I'm fine, it was all good.
Loved the game design, it was fun and memorable. I did get hardstuck on one level (I think hallways 2 or 3?) but spent a good amount of time trying, and I thought the level progression was well done. One thing I would have liked was a quicker way to respawn, since this (at least for me) relied on a lot of experimentation!
Alright im so terrible at bhopping, but i love that i was able to actually learn a bit with this. tbh when I booted this up, I was thinking "cool, but it doesn't seem thematically fitting". but after playing for around a half-hour (and I'll probably play more later) I totally get it. Every jump is chained together and your success rides on hitting every jump in perfect succession. I'm still only on the first level 2nd checkpoint lmao. Also in retrospect I also really appreciate the level design and how it's setup to teach you skills progressively. Really great job! I had a LOT of fun with this.
I like the hybrid gameplay of platforming while setting up a course to knock over! I didn't find the platforming to be that floaty, but I'm used to maybe some more classic platformers where this feels pretty good. I got really stuck on the low ceiling level, though. I kept trying to jump the domino over the block, but it kept triggering a fall, but it's probably a skill issue on my end. Also you chose a great name ;)
All around beautiful project! Lovely UI, great performance on web, with a nice introduction to usage. I wasn't very good at making anything nice, but really enjoyed the provided examples. It could have been cool to see some sort of objectives, though I'm not sure how! Could help with onboarding players with how the rules work.
woohoo! Had fun with this. Great execution too, free of any bugs from my playthrough. Loved the graphics style, and it was pretty understandable on how to play.
A couple notes on playthrough - I found that I could leave some of the mining aspect of the game on auto if I set a ton of space to be cleared randomly. I also really would have liked to see some different tower types (maybe that could also help with the mining aspect so players could prioritize different ores for different towers or something) since I really like the tower placement strategy aspect in TD type games.
Great submission!

This was really fun, almost like an RTS but with AI, and bees. One thing I didn't understand well was how the magic wax was obtained, but I still was able to play properly! I also would have liked an ability to just turn "on" the bee nursery to always create more bees, since at a point you eventually get enough nectar to run all the time. Something else that might help balance the difficulty is if an enemy could attack a structure or drain the nectar count.
Over all, really charming and a great concept that had me thinking of how you could evolve this in cool ways. Perf was also great considering my screen had A Lot Of Bees! on it.