I barely got the replay mechanic working xD hahaha , I do admit that it would have been cool lol. Yeah I think I should have gone with less levels with more variety . Thank you for playing and for the feedback !! :D
AaronGameDeveloper
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Thank you for playing and the feedback ! , It was much harder before the big update . I made the bullet slower, easier to control, increased the times for each level and allowed many more bullet bounces allowed before failure. I think I went a bit too far in trying to make the game a bit easier. Will definitely be looking into finding a better middle ground with the difficulty. Thanks again for the feedback !
Thank you for playing and the suggestion ! The original idea was to set up cameras around the level , then dynamically switch to them as the bullet came into view to give it a bit of a cinematic feel but that was too time consuming and bug filled to work quickly lol. Do you mean view from the players perspective and not the bullet for the replays? That was another idea I had lol, but some levels have most if not all the enemies out of the players view :(
I 100% agree. Gamepad/Joystick/WASD was added, but I was not entirely sure how to normalise it with the mouse controls. There is a sensitivity slider in the settings, which can help a bit but not enough. It was designed and developed for use with the mouse from the beginning, so that is the best way to play! Thanks for playing !!
Ahhhh I see , that is strange haha, I don't think I've seen that happen that drastically before lol. You can roll with "Q" and "E" to straighten out, but I didn't make it obvious as it didn't seem that important to the game, but now I see I should of lol. I might implement a button to steadily reset the rotation of the bullet to 0 if the player wants to flatten out. As while the rotation is likely correct , it looks pretty damn weird upside down lol Thank you for going to the effort of capturing a picture and replying !!
Very nice start to a simple platformer game. The jumping and movement were fun to use, all the enemies were clear. However, once you get to the bottom area, I could not find a way to return to the top, the vertical attack is useless against the crystals that are in the air. The graphics are nice, some animations would make it even better. I didn't understand the story or reasoning of why I am picking up acorns and crystals and why they heal me, but I still played it for a little while and enjoyed what I played :D. I hope to see it with some more content and polish in the future! Great job on completing a game for the jam.
Very nice start to a tower defence game, I thought the music was very nice and calming. The mechanics of swiping the fire are well executed,
I would like the enemies' colliders to be a bit bigger, as the moment I have to drag along their health bars to damage them.
Also, the fire seems to be too strong, I was able to hold off the enemies very easily by swiping near their entrance and consistently upgrading my magic power. Once I started this tactic, there were never more than 1 enemy on the screen, quickly leading to a bit of boredom.
I would suggest maybe having the fire be a more basic attack that only does a little damage, and the main amounts of damage come from another source, maybe heavy spells with a cooldown or troops to be sent to meet the enemies.
The art and sound are great, it just needs some more polish and progress to really find the fun :D
This is a fun little top down survival arena shooter ! Very simple but still fun to play. The difficulty seems to be a bit crazy haha, I got as far as about wave 4-5 before being completely overwhelmed. Perhaps giving the player some more space to work with as the enemies become stronger and more appear so the player has to dodge aswell as kill enemies. Great job !
Great nostalgic puzzle game ! Feels like it was ripped from cool maths games over 10 years ago, but brings a new take to the classic logic puzzle games. I had a lot of fun playing through the levels , there were a variety of challenges and blocks to keep things fresh. My only real issue was it is hard for me to visualise where the blocks will go , more often then not I would just hit play to get a better idea, but it would be nice to have some visualisation even for just a few blocks as to where the blocks are moving too. Very well polished and the audio is amazing !. Great job :D
A great beginning of a unique game here ! I enjoyed being able to fly around and cling to flowers. It's great how you have that all set up. There is a bug where after you pollinate while clinging you will continue to cling even when moving off the flower , press space resets this to hover though. All in all , this project just needs some more time to really become what it is meant to be :D Best of luck !
Thank you so much for the feedback !! I am more of a designer/developer then any kind of artist lol wish could explain the graphics haha. I will try to source some good looking VFX though because I totally agree that it is still missing that ! It's been on my list many times, but keeps getting cut from updates at the last minute xD. Thanks again for playing and the feedback !
Thank you so much for the kind words !! I completely agree about the ricochet, I've still haven't been able to get it quite right, along with the feeling of power when controlling the bullet as in it just doesn't feel like bullet time. I definitely need to look into adding some visual effects to give it a better feel. Thank you so much for the feedback !!
I completely agree ! I've had some trouble properly setting up the different control schemes to be consistent. I've added a sensitivity slider in the settings , hopefully this goes some way in helping.
The camera stays in the same place behind the bullet at all times to the best of my knowledge, but the bullet can move strangely off walls sometimes, I still haven't quite been able to perfect that , Could you explain further what you mean by the camera rotation changes? Hopefully it is something intentional lol
Funnily enough in the PirateJam version, you lost a lot of speed with each ricohet and falling below a certain speed threshold would result in a game over, however it was more fun to bounce around so I loosened the restrictions on this a lot. Based on your feedback, I think I need to find a better middle ground lol. Thank you so much for this valuable feedback !!
That is hilarious !! I thought it would add an extra challenge if you also had to dodge yourself xD
Very interesting idea and quite well executed ! I liked the glitchy aesthetic and the gameplay which makes me feel like I am trapped and forced towards a single goal , which I assume was intended.
The only improvement I would suggest is making the target collider more forgiving/bigger, there were a few times I thought I hit the target, but I must have just missed it. Maybe since it is a bomb, as long as the target is within a certain distance upon impace it could still be a success. Just a suggestion though.
Overall great job with your jam game !
Hahahaha , I was so tempted to add a WASD for the bullet , but moving with the mouse seemed like it's own challenge xD . Thanks for playing and sharing your times ! I shared mine in the comments of the game itself :D. Glad you managed to get through it ! Some of the last levels are a bit difficult .
Very cool idea for short casual game , and executed well. On my first playthrough I didn't read the instructions correctly and thought I just had to collect the hot dogs , the colliders on the hot dogs seemed a little small sometimes it seemed like I hit them but then moved through them, that could be by design though :)
I got an infinite loading screen when trying to register my high score, for reference I used the name "AaronGameDeveloper" in the name input. Hope that can somehow help debug it.
Overall, great idea and a shame you had to cut some stuff to make it work on the web, but you've done well to show your idea off in a small area :)
Thank you ! yeah I couldn't get the bullet bounce to work correctly but I thought it was good enough to be included in a MVP. The most annoying bug is the levels not being shown in the main menu even after unlocking. I swear that was working xD hahaha. Thank you for playing and giving some feedback :D
Many of the levels being repeats of the previous at a harder difficulty is by design. The whole point is that as you are getting better at the game , the game is getting more difficult. With more time I could have made the game less repetitive and add more mechanics for the player to interact with. But I think it's a fair effort after two weeks for a single dev. Thanks for playing and your feedback ! :D
You can turn the flashlight off with pressing the F key :) , I added it in the project description but that may not have appeared on the jam submission page . I should have put the controls in game xD my bad lol. Thanks for playing ! , and yeah the sound of the eating was a CC0 sound of a rabbit eating a cucumber xD hahaha. There are 5 different footsteps that randomly play, both the rabbit and player use the same sounds so that would not be helping the repetition. Agreed though I should have made a different sound and ground material for at least the path, and probably made the footstep noise for the player even lower to avoid it becoming too annoying :) Thanks again for the feedback ! :D
Thanks for trying it out ! , I admit I didn't make the objective clear enough xD . I wish I could take credit for the bunny as it does look amazing but I acquired the model as a free asset from the unity store : https://assetstore.unity.com/packages/3d/characters/humanoids/fantasy/cursed-toy... . It is so creepy xD