Thanks for the feedback! Completely agree, got a few ideas to expand and make more interesting but really didn't have enough hands on prototype testing.
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I think the art is fantastic and the music with it gives a really nice vibe. I think the prune mechanic works really well. I appreciated the leaf customisation. I can really see a cool direction for a relaxed incremental / shop loop for the game, and with the vive you had I think it would be a good mix.
Given you only had a couple of days I think this is a polished entry. The gameplay loop is fairly unique, there is enough depth that you can't just click randomly and hold space. Outside of the obvious if you had more time you would do more bits, I did run into issues where the wind just wouldn't change into a winnable direction which felt like I didn't have much of a chance. Not sure if I missed something gameplay wise or if just got unlucky the few goes I gave it.
WarioWare is a good basis. I liked the way the control hint for the game was handled as it gave a fighting chance. I couldn't tell what I was supposed to do with the flip screens,- I'm not sure if I got a bug or not as when it happened I just auto lost the mini games as they didn't load or were covered which seemed unintended.
Very old style flash game (in a good way!). I think the level design was actually really good as falling was a setback but not a run end i.e. you usually would land lower down and not just game over at the end. The things that I think would have been good additions would be a run timer for a speed run challenge, and maybe some slightly more advanced movement like variable jump height. Really good though for a complete experience in limited time.
I liked the main mechanic of increasing the power ups but adding a negative slide. I think the way this was implemented could have been a bit cleaner as wasn't sure all of the options were a straight safe <-> risky limit, or if they were I found it hard to take in. It worked well tough and felt like the game had a fair difficulty curve to balance the abilities
I got a score of 7125, which I have no idea if is good but can't imagine I'd be able to beat that without some more practise. I had an issue that the screen didn't actually fit my resolution, so had to zoom out then restart and realised i'd missed which buttons did which. I really liked the idea, but wish the notes had tied better to the music as I struggled to not try to play on beat. Really cool and addictive game though!
Thanks for taking the time for the feedback. Completely agree, in the end I ran out of time to properly balance or differentiate the cards enough. In the original scope the floors would have effects based on their position, and also based on the number of each type. However, I had to cut it very quickly as it was clear I wouldn't get the time to put it in. Not sure why the game froze but there were times during development that the way the selection system worked meant it did get stuck. I'll see if I can recreate and understand why.