This was really cool - one vote here for wanting to keep my mobility powers until the very end lol. I especially liked the idea of the final backtracking segment to really hammer it home how depleted your abilities are. No real nitpicks about the mechanic, though I wish there were SFX of even just your moveset to really drive home that you are weakening yourself over time e.g. your large range attack has a more impactful sound effect than when you downgrade to a meeker short range attack
bsua
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I really love the art style and the upgrade system! I wouldn't know how to fix this but my main nitpick is that the order of upgrades feels pretty set in stone i.e. you generally want to upgrade your mining speed first, then work your way down to upgrading the turrets which seem to be able to hold off the waves pretty well so long as you keep them energized. I wish there could have been more balance in the priority of choices but that might be asking too much for a 4-day jam. Really cool stuff!
The vibe of this was on point! It took me a bit to put together what the red and yellow meters were and how to actually fill them back up, but that's nothing a bit of tutorial text wouldn't fix. I think if you were to take the phoning concept further you could have days/hours of operation for each of the delivery companies and have to figure out which one(s) are available to call at a given time. Really great art and idea!
Cute art and I like the concept! All of the upgrades were useful and it was interesting to think about which would be worth getting vs just trying to go for the 1k gold. I think the biggest point of friction for me was getting back up to the top to drop off money. After a few day cycles, backtracking got a bit cumbersome. Maybe a one-time warp back to the top could be added as a possible item purchase? Had a lot of fun!
Love the 7-segment platforming, really cool idea! And I appreciate the amount of close respawn points to prevent having to run back. Main thing I'd suggest is maybe cutting the radius a bit on the mines or increasing the time on them. Was definitely tough to react and get out of the way of them in time without dying.
This was so sick to play. I share others' sentiment here in the comments that I did not expect a tycoon game to be in this jam at all. I don't even play them and I stuck around until I got max upgrades and $100k. My only feedback is that some kind of tutorial would help a lot since the menuing was a little overwhelming at first even with the intuitive graphics. Even just tooltips over the buttons would do a lot so the player wouldn't have to click through each one and experiment with what each one does. Really sweet game!
This is the best souls game since Fez. Had a bit of issues at the beginning with the dialogue appearing over and over again and not realizing I had to wait for the text box to disappear. It would be nice to be able to click through dialog boxes. Also the dodge roll mechanic is pretty cool, but the base player speed could use a bit of increasing in areas where you can't dodge roll without falling into a pit. Overall fun game and I loved the opening space sequence.
Overall a really creative idea and implementation! The character models on the wheel were easy to read and play around while trying to lead shots around them. Like others are saying I think some feedback SFX (successful knife hit, viewers increasing, money increasing, etc.) would go a long way for not only keeping the player engaged but helping them understand what was a bad/decent/great knife throw. Overall though good stuff!
Loved the dialogue and the mechanic for this one. I think there's a lot that could be done to expand on it e.g. different rotating sections. Main suggestion would be to give a different sound effect to your walking since it sounds like the little guy's shoes are drenched and it got a little distracting.

