Sounds like everyone had a blast. I'm intrigued by the void function constraint -- we've only ever constrained ourselves on the design side!
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It's great that you spent (and managed!) the time to add all those subtle juicy details that make games satisfying to play. Idle animations, spinning coins, kicked-up debris, and entertaining animations go a long way towards making a game.
Great art style! Some sort of poof or other quick thing to replace enemies on death would make a huge impact on how this feels. You would only need to solve it once and could then use it for all enemies.
Stellar aesthetic and vibe. Adding some gravity to those projectiles will make it more satisfying to throw them, and will create a natural way to shorten their range so they don't have to pop out of existence on-screen.
I feel sad for the lonely log. It seems less deserving of its plight than humanity. Super satisfying aesthetic and great use of clean, simple animations/stretches to add life to the scene.
Nice! Making the road and items move at the same speed will make it feel more like you're running on an actual road. That'll also make it feel more static, but some shadows (a.k.a. black circles) and a little bit of bouncy squish will take care of that.