Really well done! Impressive sound and visuals and the core concept works very well. Very serious. I think a few more I-frames after being hit would go a long way into making some of the combat encounters more manageable.
chozonofrio
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Ooh this has been one of my favorites! Really great pixel art with a cohesive style. Love the concept and execution (mostly).
I did feel it was pretty hard to hit anything without the slow down or waiting for your special attack. There are a lot of knobs you could tweak to help with that (slower base spin speed, bigger bullet hitboxes, bigger magazine size, maybe dual wielding?). I think with a bit more play testing you could have an awesome experience here!
Great work!!
Really fun idea! I enjoyed the moment to moment driving and messing with the boosts and drifts. I kind of wish this were a racing game or had shorter courses though, I sort of lost track of the goal after driving around for a while and things started to feel samey. Really fun core gameplay in there though if you build a bit different of a game around it. Nice job!
Simple concept executed really well! Awesome pixel art and a lovely breezy island tune. I was try ing to spin the mouse cursor to reel in fish at first but I figured it out quickly enough. I like choosing upgrades every day, breaks up the endless fishing and gives a nice sense of progresion. Great work!
Creative and funny idea. Took a second to fully undersand how the tethering works but it was pretty fun once I got the hang of it. I wish the normal move speed wasn't so slow (I'm guessin you wanted to incentivize the grapple, but I feel it still could have been a bit faster.). I also wish the enemy sumo was a bit more agressive and used grapples too.
Overall really fun though! The lil sumo guys were adorable.
Cool idea! I had a similar one in brainstorming about rewriting horrific headlines to sound positive. I really liked the visuals and presentation of working through a computer monitor.
I found it pretty difficult to consistently circle anything, as by the time I closed my circle the stories had already moved beyond it. Maybe a slower scroll speed could help.
Really interesting reload mechanic, if a bit punishing. I did have some fun panic rolling while trying to time my reloads. It may have been good to have a tutorial or otherwise somehow force the player to reload before they encounter enemies (maybe a lock or window they need to shoot by reloading first). Some starting ammo would also have been nice.
Overall great job!
Really unique idea! I really enjoyed trying to keep my momentum as I jumped from cell to cell (even though I sucked at actually executing on it.
Cool visuals and interesting style. Very serious. I would have killed for some music, but I get that time constraints are rough. I also wish the camera zoom was more granular rather than jumping between fixed zoom levels. WASD in addition to arrow keys would have been nice.
Overall great job! One of the better games form the jam I've played.
This was really fun! Really polished presentation - visuals, and music were great. Fun to play moment to moment once I got the hang of it (i.e. lost the opening fight 5 times).
Couple minor gripes - I would have loved if the new items I received from the last fight were highlighted somehow on the equip screen. I have a squirrel brain so it was sometimes hard to remember what I had just picked up. Also maybe some indication of overall progress as you rise through the ranks.
Love how customizable everything is right off the bat - although at the same time having like 30 color choices for everything felt a little overwhelming haha. The music is fantastic and really sets a great laid back tone for the game. The little juniper dev NPC was a great touch as well.
My main critical points - I'd love to be able to build things in my shop as it's running during the day, idle games just aren't really my thing. Some brief item descriptions for the things you can build would be great as well.
Beautiful UI and animations - especially in the context of an 8-day jam. Such juice!
I wish the affinities were a bit more intuitive to figure out, or had some indication on the wheel itself of which categories beat which. I found keeping them all straight difficult, especially since I had to go to a separate menu to check the relationships.
Not rude at all! The feedback is greatly appreciated - to address a couple of your points:
- The timer is in fact in minutes:seconds.milliseconds - time actually moves faster for lower spin counts in the spin minigame. A common theme I've seen in a few comments is that the relationship between spins and the time tick rate coul have been clearer.
- Interesting point I hadn't considered on the ice. Probably could have been addressed if we started the player off of the ice and then had them step onto it - likely would have made the difference easier to notice.
