The start is very slow, with all the automated turrets and launchers being useless when you unlock them.
Once everything is upgraded it is a nice fireworks show!
"I can squeeze in one more jam game before bed"-final boss
And it isn't just the same thing over and over but instead new types of puzzles get introduced again and again.
To be honest I did just circle behind all the enemies on the 3 moving vision blocks level, don't know if that was intended but it felt quite good outsmarting the guards skyrim-style :)
You can try out the swimming in the tutorial! It's basically just slowly alternating between left and right click with the swimmers arm showing you what button you pressed last.
You can use the walls to rest and concentrate on the left side to regain some time but you can't swim up while doing so.
Happy you gave it a try :)
Jump throwing items to the register, rangling bunnies across the store, platforming across shelves.
Amazing how much mechanical debt you managed to squeeze into a normally quite simple concept of running back and forth in a store. Great game, and absolutely love the sound of the register going insane when you chain purchases together!
Having the console unlock gradually would have made this much more beginner friendly as the first count down is much too overwhelming and confusing with every dial, display and the log going.
I can see the potential in this as I have played for quite a few launches and unlocked quite a few entries. It really needs some more visuals to unlock this potential. Even a look at the rocket on the pad while the countdown is running so you can check a few dials by eye would really boost this games fun and lower the initial difficulty.
Even so it's a nice text "only" game.
I really whish there were more levels, because it was quite a fun game!
For more satisfying aiming either don't use a projectile at all and just move the arrow along the projected lines with code OR simulate an invisible projectile while aiming to give a more accurate prediction. Physics simulations are notoriously unpredictable.
Getting into the game is quite brutal but once you figure it out it does click.
Can't say I fully enjoyed my time with it but it definitely is something I might get back into when I'm in the mood for a quite difficult, reflex based game.
With some more variety and a longer introduction period I could see this becoming more than just a Jam entry. Well done!
Hey, thank you for playing and thank you for your feedback!
If the translation is correct then you are right there needs to be an explanation where a perfect hit is.
A perfect hit is when the arrows that fall and the arrows on the tiles overlap. A perfect hit makes a sharp "ping" sound while normal/bad hits make a dull sound. The type of hit and corresponding color is also displayed for a brief moment when you hit the arrow.
I should have made that more obvious since those small details are hard to notice while playing.
Quite a poor choice of font for this one but the game behind it is quite good.
I would recommend this to anyone that likes typing tests and has a good memory.
Once the jam lockdown ends you need to change the keybinds to physical because it currently doesn't respect International keyboard layouts, for example the German one where Z and Y are switched.
The swimming part of the tutorial is interactive, you can practise swimming until you get the hang of it.
You need to click left then right click rhythmically to the beat. Don't button mash and don't mix up your clicks.
The swimmers arm shows you which side you clicked on the last beat and you should click the other side once, then wait for the next beat.
Sorry for the confusion.
I liked the concept of salads stealing burger ingredients to make more salads instead of burgers.
At level 10 I realized the only thing that can kill is the floor and salads will just come to you.
Would have loved to see either the shelves or ingredients change places but for a few rounds it's quite fun, a few more enemy types and it could be a great casual game.
Very interesting concept. You can break the room transitions by instantly going back before the new room has loaded and once you gain the time addition power the game quickly breaks down (negative numbers on your life) but that is at the end so it's not a big problem.
I think if the camera was simply following you and not stuck to the room there could have been more difficult puzzles but I liked what was there.