this is an interesting parody of the "ending vs true ending" paradigm a lot of games have. is there any satisfaction in getting an ending that isn't the correct one?
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thank you for the thorough response and i'm glad you enjoyed! the tutorial was supposed to be where you learned the controls, but admittedly a simple list would probably compliment it well. i was unsure of how to handle walking with the keyboard to be honest. and as for the bugs, i've noticed the problems with the purple guy but haven't figured out how to rectify them. the crashes are strange though! i'll look into that. thanks again!
finally got around to this!
keeping track of what powerups you have and especially what combinations of powerups do what is totally obtuse. maybe a descriptive name for each combination would be better instead of the names of the critters that're following you. each of the powerup creatures is also not so different in design to be immediately recognizable, which is a problem.
the powerup system in general is a bit difficult to grasp. if i get it correctly, by picking up enough dropped energy from defeated enemies, you receive a different kind of follower/critter/powerup that can be then combined with another one? and you lose them on taking damage? the rules here weren't evident and that left me confused.
the controls are smooth and responsive, and i never felt like i got hit when i shouldn't have. you can easily tell when you've hit enemies.
there's a distinct and bizarre atmosphere here, contributed to by the graphics, unique character designs, and nomenclature. comparing it to anything is a disservice but frankly i was reminded of the darker bits of the earlier kirby games, especially the smooth, bubbly backgrounds.
the levels are quite distinct from one another, which helps it from becoming samey, and are really interesting to boot. combine with the limited palette, fluid animations, and focused art style and the game is easy on the eyes and distinct.
overall, you've got a great and polished experience here. keep up the good work!
hey there! this is a solid attempt. from a gameplay perspective there's a few things i would call your attention to. for one, the shark you control has very loose controls, which doesn't feel good in a game where you need to be accurate. the projectiles you shoot are also very small, and combined with the previous it feels very difficult to aim. finally, when enemies get shot there's no impact, they just disappear without a trace, which makes it feel dissatisfying or even confusing to take them down.
good luck in the future! i hope you keep it up
hi, thanks for the feedback! the inability to cancel the hack menu was a deliberate decision - i wanted to force players to choose whatever hack wouldn't compromise them if they hit it without thinking. (apologies that it happened to you for missing the button haha) i'm glad you enjoyed, have a good day
hey, thanks for the feedback! i'm really glad you liked it. i've heard similar things about the difficulty from other sources - i'll see if i can't try and tweak it before the end of the jam.
the graphical quality is very impressive, i like how much detail there is. gameplay felt somewhat unresponsive however, and there were some conveyance issues (are bullets used for shooting or just upgrades? am i actually hitting the helicopter? etc)
just released a new version that i hope will fix your problem. if it doesn't, if you wouldn't mind, try running the file from command line and telling me the full error. thanks so much for your interest!
good stuff here! graphics are effective and i like how bouncy and responsive to the environment the main character is. comboing is fun and the gameplay gimmick is intuitive. the screen spins WAY too fast though, i felt like i could hardly control it.
this is cute! and the gameplay is perfectly solid too, captures the spirit of the theme well. it's weird that you have to restart manually after death but i guess that was just due to time contraints. still good job!
hey bud! finally got around to playing this. here's what i picked up on after playing (i won't comment on combat since it's obviously not done yet from an animation perspective):
i love the painterly style! the enemy names/concepts are really cute too.
full-range controls might be better than tank controls. i don't know if that's difficult to implement but it's a lot freer feeling. also, the tank controls combined with the swingy camera made me super nauseous lol
enemies can not only follow you from anywhere on the map, they can attack you one after the other. you should give the player a little invincibility time after a fight.
that's about all i have to say. good luck on this!