Wow, lot's of valuable feedback, thank you!
Loved your artstyle guys, definitely hard to compete with!
Like the core gameplay loop, I'd probably have given the rings a more danger-screaming shader (like flames, for example). Also love the use of the HDR map (not sure if true HDR?) and the little 3D menu you made. :D
Somehow this game really stands out artistically.
Hands down the most creative use of theme seen so far, especially since the base theme is such a generic one (collecting gems). I also find the ground idea of implementation nice and satisfying.
Unfortunately, collision is a bit janked here and there, which most of the time makes it unplayable after a while. But I also liked the art-style you were going for; a bit more toon shading would look great on this!
Unfortunately due to the collision handling, it feels a bit janky. Would have also been great if you could see a check mark on the tutorial dialogue box without hovering the mouse over it. A little cooldown indicator for the teleport and a reason to use the rewind mechanic would've been cool too. :)
As others pointed out, the art is cool! Since I'm a Genji main, you'll still get my love! Also liked the playful concept and theme of the game. :)
Wow, that was actually quite challenging! You really gotta manage those pieces against your foes before you break them all apart, especially against the smaller ghosts (?) (you die in one hit, I love it). Although the telekinesis doesn't really prioritize greatly, it felt smooth and satisfying once I got the hang of it. I probably would have rebinded 1 and 2 to different keys, but also adore the little sound design and art-style.
Bonus points for the little outro!
It had me a bit confused to be honest.. I guess shooting the trash cans below yourself is supposed to boost you up? Sometimes I was able to jump insanely high without doing so?
But still a really playful idea if you think about it. :) Also fits the platformer concept.
That was actually a pretty fun little game for my last game today! Would've loved to see a cameo of Doomfist's other abilities.
I really liked the simple art-style, it's primitive but really well-done and fits perfectly (probably because I just love those those MGS-style overhead indicators). Love how the arena is laid out so you can't just bait and punch them off all the time. Highscore was 44! :D
Actually quite horrifying when those guys start shootin'. Also fits the soundtrack really well. :D
I know AI is always that thing, but I probably would have implemented some more logic other than MoveTo() for a bit more randomization.