Brings back memories of hiding from scarecrow in Batman: Arkham Asylum.
How does the leaderboard in the endgame screen work?
I'm interested. I've participated in several game jams over the last 6 years as a developer (https://axial-studios.itch.io/) - looking to try my hand at the art side (very much a beginner).
Based in US, will be available to work on this daily throughout the jam, but will have less availability on weekdays due to work.
Pretty fun. Could see it becoming a roguelite with some additional mechanics to expand the gameplay. Music, art, and gameplay work well together.
Game gets pretty easy quickly if you know which upgrades to prioritize and can get boring after you get the walking and standing upgrades.
Good entry. Good length of gameplay.
Very neat idea and very intuitive once you look at the tablet screen. Moving the gems around feels a little clumsy, but it's very tactile and feels deliberate. Would have appreciated some feedback for when I hit an enemy. Was hard to tell if I was missing my shots or if they just had more health.
Being able to assign gems to a default location on pickup like health or ammo would have been really helpful.
Also cool that you can straight up remove elements like sfx and music. Unsure if I would like it in a fully released game since it gives an advantage to removing music, but it got a chuckle out of me that I could get an extra bullet if I didn't mind silence.
Quite a fun gameplay loop. Each different enemy has a cool gameplay mechanic, and I like how your chain length is tied to the hits you take and the bullets you shoot.
A couple nitpicks.
This was quite fun to play - well done!
It's fun and snappy, but I couldn't find any specific strategy to make it to the end. You kinda just wander through doors until you find things. There also appears to be no reason to fight the enemies - they're just spicy obstacles to avoid.
Maybe instead, the player could know roughly where they need to go (north, east, etc.), but there would not be enough time to escape normally, so they would need to engage with the content in different rooms and venture off the path to make gain extra time and make it to the end.
Thanks for playing!
I'm glad someone used the camera settings, so it wasn't a waste of time adding them lol.
Co-op seems to be a common feature people would like. Adding it will be an interesting challenge, but I'm committed now.
I'm realizing the camera motion is similar to skid steering (left side fwd and right side back makes you turn right), which I'm pretty accustomed to, so it seemed like a perfectly reasonable control scheme (although it is much easier on controller).
Cool concept and fairly relaxing to play (until you fail a few times in a row lol).
A couple non-gameplay related issues.
Good throwback to old text-based dungeon crawlers. I like how each enemy has a unique challenge. The pressure to hit all three weak points get really high as your health gets lower.
However, stamina did not feel like a limitation since there were so many fountains around. Maybe instead of health, taking hits would consume stamina, so you'd have to stop at more fountains (which would result in more monster encounters).
Nicely polished. Art/music/sfx are all very coherent. Good mix of puzzle and platformer.
Just some nitpicks - character movement feels a little stiff - having some accel/decel in the movement or maybe just some intermediate animations for running/jumping would have made it feel better (for me at least). Jumps are also a touch floaty (although this may be required to make the moving platform mechanic more accessible).
Really excellent entry. Quite impressive.
Fun incremental game. Mechanically, a bit wonky - doesn't seem to be much consistency with the attack speed. Can also be hard to tell if your upgrades are adding much value without knowing how much health the enemies have.
The progression is decent (but maybe a bit slow at the start).
Good entry - lots of potential.
The simplistic art style works for this. Some sound effects would have been nice.
Gameplay-wise, some of the collision shapes feel a bit off - I would bump into a rock when I was sure I was far enough away to clear it.
It feels a bit strange to have the snow cleared on a grid, but not have the player confined to the same grid.
Also, some feedback when you clear a driveway - a score change or sound effect maybe - would go a long way.
Good entry - gameplay just needs a bit of polish.
Very well polished and pretty fun to play. Use of limitation is good in theory (especially with utility classes like the thief), but the game is easy enough that it rarely mattered since taking damage was uncommon.
Art, music, and sfx all work together nicely.
The only downside is the low resolution art, while very aesthetically pleasing, makes the game difficult to read, which is problematic since there is so much information on screen.
Enjoyed playing this. Some of the mechanics encourage the player to stop between tough sections for health/stamina to recharge, so it's easy to bore yourself waiting, but it feels like the only option. I think health should have been handled similarly to ammo where it replenishes at checkpoints. Tough to balance though since you can collect lost arrows but not missing health.
The simple tutorial boxes were neat and mostly helpful. The one showing how to defeat the cannons took me too long to figure out.
Art and sound were simple and cohesive. Very good retro feel, and the platforming itself was fun.
I like the idea of tying bullets to health, and using your actions in one run to influence the next is cool - very rogue-lite-esque, but it's pretty easy to run by the enemies without shooting them. The real issue is time. I tried 4 or 5 different paths but ran out of time on each run. Don't know if I'm missing some secret to escaping, or if I just need to be faster.
Glad you enjoyed it. The rotating 2D camera is certainly a polarizing feature - playtesters either loved it or hated it. I also had an implementation with no rotating camera (which you can try out in the settings) - I find that even harder to play with though. I definitely prefer playing with a gamepad.
Yeah avoiding the ball in certain situations is definitely intentional. There is an exploit here that I never got around to fixing where you get the ball trapped in the I-beam and let it bounce forever, accruing points.
Thank you for the feedback!
This is a tough one. Art, music, sfx, and gameplay are all very polished - especially for a game jam. As an absolute Factorio degenerate, this seemed like an easy win to me.
But I didn't have fun playing it. It felt really tedious to move all the belts around and manually change recipes. Having some way to automate away the tedium would have helped a lot and wouldn't have compromised the use of the limitation.
Overall very technically impressive - I just wish I had more fun playing it.
Very engaging. More of an interactive story than a game, but very enjoyable.
I was quite amused when I lifted up one of the aliens? speakers? and it kept talking to me for a bit as we traveled through space together.
The ship physics were good, but I wish the ship rotation matched your input direction instead of your velocity vector.
Bonus points for controller support!