Hey,
Thank u very much for ur feedback! :)
Glad u enjoyed my game and i'm definitly planning to keep working on it after the jam to try to give it some more content around its core mechanic.
Nice game idea :)
I like ur drill. Has good colors (Reminds me of my drill ^^)
What was a bit confusing sometimes was that it wasn't so clear all the time when i can dash again. Sometimes it worked one after another, sometimes i couldn't dash, even if everything around me was drilled away. After some more spinning around i managed to dash again. So maybe just a bit polishing there.
OVerall. Good work :)
Could have potential for one of these flappy bird like rage mobile games ;D
Maybe with some adjustments on the camera the player can get a bit more vision over what is coming towards him. These "balls" at the later state of the game felt a bit more like.. run and pray that u dont get hit^^
There could be an indicator an idea that warns the player that there is something to spawn, so the player can react and try to avoid it.
Overall good work :)
After some upgrades i felt pretty overpowered :D
But it felt good to just run through the enemies with my wheel of death^^
One thing was a bit hard interrupting. I think the exp needed for a level up should increase more with higher level. Felt like i was choosing upgrades instead of being in a round most of the time :D
Overall Good work^^
Really cool and enjoyable game :)
Cool art style and everything feels nice and juicy.
At some point it's getting pretty hard to avoid collisions. Thought if there could help a active ability (maybe with some cooldown, one per wave use or something like that.) that u can use for big waves that are about to overrun u.
Could see that game with some more opportunities to escalate and more juicy visuals and sounds.#
Good work on that! :)
Puh. That was some grind to get that meta achievement xD
But ur game had a verry juicy gun play. Good hit feedback and a nice style so it was okay for me to keep grinding it :D
I think with some more movement mechanics, a bit bigger map and yea overall more movability for the player this could become a pretty cool action shooter.
Good work on that :)
Cool and creative puzzle game^^
I got a pretty good progression in difficulty and good mechanics to keep it ineteresting.
I think in the third level was it.. There was one road that i think should be blocked by these red barrier things (don't know how they are called in englisch now^^) But i could just drive around them, in the side of the street. Didn't felt intendet^^
Good work on this :)
Thank u very much for ur feedback :D
Yea i think the difficulty overall could get some more balancing. That was the best i came up with^^ But i think on that way it is possible for everyone to see everything and get a feeling of the possible "endgame". But yea, i will keep working on the game after the jam and then there will be much more balancing work to be done for me^^
Thank u for ur feedback! <3
Glad u had fun with the game^^
A lot there can use some more balancing in the future, but i'm happy that this state seems to have a good point to give some good runs :)
Also the abilities might get a bit of a rework. Thinking of multiple levels to get them to a bit escalation and i will test some other ideas with them.
Cool result for seven days, on a genre i enjoy to play ^^
I like the overall setting of the game. One thing i had to mention. For me it seemed to be a bullet hell, not bullet heaven like u wrote, cause the enemies seemed the only one to have the bullets on their side. (But please correct me there, if i was just to bad to get to the point where the bullet escalation comes from me^^)
The mechanic for the ultimate was very cool to me. There u feel really powerfull and it was satisfying to slice through the masses :D
My points for improvement.
Let the player strike in the direction he is looking. Don't know if it was a design decision, but now it didn't felt so intuitive to me.
The hit feeling was okay but i think with some more polishing and juice u can get a bit more out of it. Also it felt like the enemies immediatley make damage on me, when they arrive in range. So go for an attack always was pretty risky cause u very often also get hit, that doesn't feel so satisfying atm for me.
But overall a pretty cool game that has potential for some nice improvement :)
Good work!
Funny idea^^
I like the littel crazy wizard with his magic revolver :D
At one point i felt like i have the bullets i like and only discard every i get. Thought if it could be a good addition to the game, if u actually use ur special bullets and can run empty on them. then u have like a stash of ammo that u can build your loadout from. Then the bullets u find always can be meaningful
That was a fun game^^
I like the overall setting and its humor :) (Cool animations on the characters^^)
For me it looks like u have a strong base to build up a whole game on. For the real powerfull feeling the must me much more stuff on the map that u can throw around and demolish. Trees, fences cars, ... everything! xD
Good work :)
The idea is cool.
What broke my experience a little bit, was that the spin of the level always was completely random.
The problem here imo is, that the player isn't able to plan his moves and sometimes just dies because of the way the level rotates. And if u as player has nothing to do about it, or react, it can feel a bit unfair.
Maybe that is something to work on.
There could be a pattern with different rotations but i think it should be something u can plan with.
But overall a cool idea and got result :)
The music gives the game a really nice relaxing atmosphere. Had a good time playing it^^
What would be a good addition, is a short description for the upgrades, what they actually do and some more hit feedback. Took a while for me to verify that the knife or the shuriken actually do something on the enemy.
But overall good work :)
That's a really nice and creative aproach on the theme :)
Getting pretty complex in the later levels^^
First i was a bit confused on what i have to do now. Eveything on screen was locked, but then i noticed the gears on the bottom, that i can use :D
So i think a nice tutorial would be a great adition to the game.
Overall good work on that! :)
Super cool concept! :D
With a bit more polishing a can see this game as a nice game on steam.
It wasn't so easy to hit the enemies, and the hit feedback could be a bit.. more ;)
sfx were pretty good imo and the rotation of the segments felt nice and powerfull.
Good job on that game, and it could be worth it to keep working on it after the jam :)
I think the biggest frustration potential is that u have to hope, that u get the right coin size, if u (for example) land on a sunny platform. If the wrong side comes up, then u just fall down.
Not sure how that could be balanced better, but as player u don't have that much control about what is happening.
It's quite a challenge as dev. So i absolutely can see that this isn't that easy to polish.
But idea and mechanic are good :)
A really cool idea. And great job on the uniwheel mechanic! I can see how this could become one of these "getting over it" style games. Enough potential for rage moments and a move mechanic to learn.
The only thing i would overwork slighty would maybe be the jump. Felt like u can skip many pbstacles by just spamming jump. But that is just polishing.
U did a good job there and i think it could be worth it to keep working in this game :)