Oh, that's interesting! All of my friends said the laser tower was too weak ^^
Health bars are definitely a good idea - I'll add them in the post-jam update. I didn't get to spend a lot of time on balancing, but I'm happy it's fun regardless
Caletun
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I'm.. still not sure what you'd like to see changed, I'm afraid. I do snap the player to the grid to avoid getting stuck on walls. I guess it takes a moment to turn around, because you have to finish your movement to the other grid tile first, but you can just hold down both buttons to ensure you don't miss your exit if you want to make a turn.
Movement is deliberately a bit slower, since I wanted moving to feel more like a tactical choice, rather than just hectic. I want to give a bit of time to evaluate a good path in tense situations.
Got a score of 111 before I figured out you can jump and dash ^^
With those, healing is perhaps a little generously placed. I will say that the puck shooter likes hugging walls a little too much, but other than that, this is very well-polished!
I wonder what a gamemode would be like where the holes in the ice are permanent, or only get fixed by certain enemy moves.
The fundamental flaw with games where you race against your past self is always that, unless you don't know that that is what will happen and your past run is 'locked in', you can just throw really hard on the early runs to make it easy on yourself.
The only other issue I've found is that you kind of have to remember which side of the finish line you crossed last time to not run into yourself immediately.
This is a great idea, and the levels are well-designed for it. The movement feels a little clunky, and getting forcefully reset when your shadow runs into you (I think is what is happening..?) doesn't feel great. A button to end your current loop early and go to the next would greatly alleviate that in situations where you need to setup multiple things.
The early waves are definitely a little slow and weak - I didn't want to overwhelm the player right away, but the labyrinth is very large for waves of that size. IMO they get to a good size by wave.. 10 or so?
As for movement feeling bad - I really didn't get that impression. Could you elaborate on what you mean? You always move to the next tile on the grid once you initiate a movement, and I even implemented a button priority queue so you can, for example, start holding down while moving left to move down as soon as there is an opening.
Very good execution of this concept; The spring physics feel very natural. I will say that, especially once you add spikes into the mix, it feels very risky to move without having one of your characters stuck to the ground.
Also, I ran into a spike after the first door, and it closed the door and spawned one of the slimes on either side of it, softlocking me.
The audio work is a bit rough (the attack sound cuts off the walk sound, for instance), but I like the game overall. The movement speed at the start may be a bit slow, but you aren't stuck with that for too long, so it's not that bad. Also, the exit portal after the boss didn't work for me for some reason.
Yeah, we definitely wanted the last level to be very difficult. We considered giving the player more time a few times, but initial play tests went well enough that we felt we hit a good balance between challenge and fun. Mastering the early part of that level felt really rewarding to me. It's very possible that, had the playtesters struggled more, we would have given the player more time. I might go back and polish the game up a bit after the Jam - there's a few other Ideas we could never implement.
And yeah, the whole getting bugged into the floor or walls thing happens a little too often, and we should have fixed it.



