The first 5 cocoons you take attack-damage and after that only attack range :D this way after like 10 cocoons you can stand still and just spam attacks and kill everything getting too close :3 at the end you can get some movement speed just for collecting points faster
Buffed Bits
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interesting, the loop bugged but I thought I fixed it
And yes I am totally with you at the "things that shouldn't be cleaned". I had that idea too, but didn't implemented it because deadline was close, so I left it like it was since I know my games always die when I wanna do last hour changes.
Still I will post-jam patch it like this :D
Thats a nice adaptation of the genre, especially the way the room isn't just filled with objects to make it full but the way they are fitting well together.
The only thing i wanna mention is the fact that i was able to easily get 15+ score by just pressing "wrong". So maybe implementing a way that a correct room is more possible the more incorrect rooms appeared in a row.
Besides that i liked the game because everything made sense together! :D
Even with the keyboards turbo-function and 20hits/sec it will take ~6,8 years to reach the integer limit of 2^32.
thats just important if there are ways to stack huge numbers of points, but always remember: gamers are maniacs and there are many and they will find ways you won't even consider happening xD
"0 guests had a family emergency" I am fine with that!
First of all: The amount of sprites is remarkable, everybody doing his own graphics will recognize the amount of work behind it!
For me this is one of my favorites - graphics, sounds, gameplay, UI and menu/ tutorial, everything is well rounded! Great job!
Ok, i am not talking about the theme, because this is always somethign with "room" of interpretation.
The tutorial part is also something already discussed and personally i am fine with a explanation in the description since i know we all want to create a good tutorial but at the end of a jam it will always something that will be cut off due to time issues.
Anyways: For some reason i think you have some reallife experience in electronics. Maybe i am just seeing things, but this reminds me of school where you have to match the voltages to make sure the electronic circuits are working as intended.
So, even if this is "just" juggling numbers i think you should dive atleast a bit more into the electronics theme and see how you can balance the educational parts and gaming-experience part.
Kinda like games like "Minecraft" and "LittleBigPlanet" teached electronics without kids even knowing :D
Jea, I hope we will see some more graphics from AAA_3XA too.
For programming: the most things are pretty well done and since it runs in the browser without lag I guess it's also pretty efficient.
What you can try is a bit more randomness by letting the enemies spawn not only left and right, but a bit more in the back- and foreground by adjusting scale by y-coordinate so they appear smaller "the higher"/"in the background" they spawn.
But as I said, I think you are on a good way and we will definitely meet again. Next time without me forgetting to submit xD
I would say like EVERYBODY in game jams made the same experience like you and underestimated the time issue atleast once xD For me it took like 4 gamejams to learn how to manage the time right. But even then bugs will always just appear at the end, never actually during the process :v
Long story short: I still like your game since it inherits a valuable lesson <3 You are now one of us!
OHHhh i never thought about this "round number = satisfaction". I was putting in a lot of thinking into the calculation part of the result, but never had one thought about the way the player will perceive the numbers. And having round numbers is indeed so much more satisfying o.o
Thank you for this feedback, it will help me a lot in the future to think more of the perception of the game <3