Thanks for the feedback! You have a lot of good ideas and insights that would come in handy if I decide to continue developing this game.
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Thanks for playing! Balancing is definitely something I need to work on, as well as more enemies types. I'm glad you liked the arrow indicators, I tried to make the game as "fair" as I could.
Thanks for playing! I'm also a fan of the IKEA shark but I thought a yellow shark would be more magical :). I might continue with it, but I feel like there is something key missing with the gameplay, but I'm not sure what it is. I did have some fun when I only had artillery spawn, so maybe there's an enemy balance I can work with.
Thank you for the feedback! I definitely needed more work into the "wait" mechanic and rework the box so its not just a free "wait".
As for the hidden theme, I just assumed it was anything related to the show since I recognized the titles. I probably should of checked the thread lol. Oh, and I haven't come up with a name for the main character yet.
Also, thank you for hosting this jam. It was the motivation I needed to finally release a game (even if it wasn't finished).
Thanks for the feedback! I definitely didn't use the wait power up to its fullest potential. I made a more thorough rundown in my comment to Weakest Imp, but tl;dr, I didn't realize the game turned into a "cycles" based game until too late in the jam. The clock was supposed to be a "get out of jail free" card, but really was a "change cycle" power.
The last level was definitely stretching my creative juices and not my strongest level.
I wanted to make a full idle for the character, but just didn't have the time. I left it as a simple "scale it slightly on the Y axis" animation so it wasn't lifeless lol. I probably should of made it more pronounced.
Thanks for the feedback! I provided my thoughts on the skip turn mechanic in my response to Weakest Imp.
I'm glad that you liked my puzzles! I essentially came up with "mechanics", like the clock power up, enemies, the keys, boxes, etc. Then tried to make a level that only uses one of those mechanics in a relatively fail free environment to introduce/teach it. Then I'd mix and match the mechanics to have them interact (enemies on moving platforms, boxes to block enemies, etc).
As in designing the levels, I essentially made a start and end position and played around with moving to it. I then would look to see where I could roadblock the player with the mechanics (an enemy here, or a detour to a key). I felt putting restrictions on myself made it easier, especially keeping everything to one screen.
Making the levels was definitely the most time consuming part, with ideas just "popping" in my head while I was doing other things. I definitely wanted to make more levels, but due to time I just tried to polish what I had. Was going to have more enemy types and a boss as well.
Thanks for the feedback! I might write a postmortem or devlog about my design decisions (or lack there of). About 50%-75% of my way through, I realized that the game essentially ran on "cycles", and that the wait powerup was essential a "change cycle button", instead of a "get out of jail free card". This caused a problem where using the power up could just put you into an unwinnable situation. I also didn't think that puzzles where the solution was a "use the wait power up at the right place to change the cycle" would be easy to understand. Unfortunately I didn't have the time to go back and redesign levels/mechanics with this new understanding.
If I expand the game, I'd probably rewrite boxes so you'd move along with the box so they don't turn into reusable clock power ups. And also think of ways to teach "cycles" to the player better.
Thank you! This was the first time I tried to make a puzzle game so I'm glad that the levels were fun. I think an undo button is a good idea, if I make this a full game I will definitely add it.