Thank you very much!
It was really cool to take the time to experiment and try new things out without worrying too much about the deadline, for once. So if you also hold this jam again next december, I'll definitely try to participate again.
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Thank you very much!
This game is completely MAD!
I thought it was bugged, at first. And then I remembered what the theme was.
Geez, you got me good. ^^
But it's not just a joke. It's also quite an interesting constraint to add on a driving game. And I really liked the kind of gameplay that emerged from this idea.
I had as much fun trying to cause accidents than trying to prevent them!
Also, not only you made a driving game with one button, but you also made one where you actually have to drive slowly and carefully. Talk about being original!
The idea itself is quite common, but the way you executed it was top-tiers. Controls feel great, helpful visual feedbacks are everywhere, and the game is addictive as hell.
Knowing you did the game in 16 hours, I can't help but wonder what you'd have come up with in 48 hours. XD
Hell, that was genius!
I love the fact that you let the player chose its own intercom inputs. It confused me at first, as I was wondering how I had to say yes and no. But when I understood that I had, in fact, decided their morse-like code, I was all like "OMG this is brilliant!".
Also, the fact that there is no menu, no title screen, no UI, etc. helps so much for the immersion! You're into the game in no time at all, just after launching the exe. And because there's no reminder of the current morse-like vocabulary on the screen, you're in constant stress, fearing for a mistake and trying to remember eveything.
Now, this game has just become my favorite GMTK 2019 entry.
Please let me know if you work further on this. I followed you to make sure I don't miss anything.
Well done! Quite a funny and interesting one-bullet game!
The funniest I played, maybe. (seeing this little guy running away from his own bullet never fails to make me smile)
The only thing that confuse me is the start of each wave, when I have to shoot the bullet. At this time, I feel unable to anticipate where the bullet will get shot. So, one time out of 5, I just run straight into it and lose on the spot. Is there something I missed?
Nooooo, I'm such a noob I killed the Earth! XD
Very nice and original take on the theme. Since I didn't understand everything, I think the game could use some more feedbacks or a tutorial, but I liked it anyway.
Nice twist on the genre!
Constraining the player to have only one active tower at the time definetely adds some strategy in this. I liked it, and I'm not a tower-defense fan to begin with.
The controls are quite pleasant and the feeling really is here. Damn, I can't have enough of the camera effect that plays when you successfully hit the bad guy.
I suck at this game, though. Can't get past the first circular saw ^^'
At first, the concept didn't sound really appealing to me, but as soon as I started to play, it was instant fun. Your game is totally addictive, and one of the most polished I had to play. I think it seriously needs more love.
Just one thing that frustrated me a little bit: I would have loved to see the right path again after my mistakes. But that's a very tiny issue, if even one.
Ok. You basically made a 2D breath of the wild-like game. I dig it. XD
No, really, your concept was great, very well executed, and served with quite a huge content for a game jam. That's a splendid job.
Perfect use of the theme, and more original than all those "one-bullet" shooters. Damn, even the behaviour of the enemies is interesting. (werewolves are my nightmare, now, because of you)
I absolutely loved it.
Maybe you should let the player know how many HP they have beforehand, though? I like the way it's displayed by changing the background color, but in my first play, I was pretty confused not knowing how many times I could be hit. (or was it indicated but I missed it?)
Anyway, this is a very great job, and you've earned a full score from me.
I like the idea and it totally fits the theme, but I didn't understand how to actually find the real enemy.
You says he's a coward, so I suppose he tries to evade the mouse cursor. But even if sometimes I actually find an enemy who doesn't let himself be pointed at, there are other times where no one seem to care. I'm really confused.
Anyway, good job having done music, art and code all by yourself in 48 hours. That deserves credits.