I liked this, evocative and creepy. I also like the 3D depth you managed to give the avatar sprite with its two-frame animation, that's really good.
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Really nice! The penalty for crashing into things being half your power initially felt WAY too punishing to me, but after playing more it led to a good balancing act of intentionally skipping stars and throttling my speed, because it's much better to go slower and not hit anything than to go faster and hit something. So maybe that was the right decision after all!
The timed menus on days 2 & 3 didn't show a timer bar for me like the one on day 1 did, was that intentional?
This was quite a bit longer than I was expecting it to be, nice work! Did you start writing or planning out the story before the jam officially started, or did you make everything in the week?
The art & sound direction in the things I make is mostly just practical, because I'm bad at the Drawing and extremely bad at the Music, so I'm really grateful to hear that I was able to sneak some expressivity through some circles bonking off each other.
Pretty much coasted through the whole thing wth a persuasion build, 90+% rolls available on every choice until the ship. Hit a missing page though, oh no!
Page name: szalk-7-ship-greltza-defeated-2
Flags: set [CHILD_RETRIEVED; DESKITE_CHILD; SHIP_TALKING]
I ate at least, like, fifty birds!
The bobbing idle animation was kind of cute and I really wish it was synced with the background music, although that would've been some work tempo & beat matching it for a silly, tiny thing.
With two bodies it is possible, but hard, to make it out of the start without getting hit: I can usually do it about 3/4 of the time if I head through one of the two gaps and try to loop around the smaller body so both bodies end up slingshotting away. But with three or more bodies, there's no chance of getting out without getting hit haha. That's something I really don't like about the game, but I didn't have time to play around with other starting configurations.
I probably could've spent a whole extra week just tweaking all of the physics!
I think there could be some interesting puzzle possibilities in having multiple record and playback points, although that might be tricky without increasing the level size to give more layout space.
At the very start with those square configurations of eight people(?), the way the game's physics cause them to turn and block you if you try to enter the center, that was pretty powerful for just a bunch of squares moving around.
The movement and camera when moving diagonal is really jerky? I can't tell for sure but it kind of looks like it's alternating between moving/scrolling horizontally and then vertically every frame? It's really weird.
There's an old shmup, Fantasy Zone, that dealt with the problem of the game getting easier after you destroy targets by spawning enemies randomly as you move around the level. But there are a bunch other approaches you could take too, if you think that's something you want to do: power up the remaining enemies, etc.
It's really hard to use I blocks when you're stacked high and only have a few lines left. It's a combo of (1) the rotation from horizontal turning the block down instead of up and (2) the game canceling a rotation if there's no space, which combine to make it impossible to turn one of those from horizontal to vertical. Especially the 6x1, no chance.
That's killed a couple of games ;_;
I got 83 points, honestly I wanted there to be even more complexity levels (unless I just didn't score enough to unlock the next set). I think my success was based entirely on whether I was able to set up for gold blocks when they came or not.
I don't make stuff with physics or collision all that often, so I still think it's really impressive that you were able to put this together this engine in a week, because there's no way I could've gotten anywhere close.
The way the camera zooms back a bit every time you fire and then resets was distracting to me, because it made the game just pulse in and out forever. And I found that if I held down space, the side beams would stop and only the front beam would autofire, so it was a much better strategy to mash space instead. Were both of those intentional decisions?
Interesting mix of puzzle platformer mechanics here. How difficult did you find it to make levels for this?
I found it pretty easy to lose track of the red segment because it would end up hidden behind and moving with either the blue or green segment after splitting, but thankfully the levels are small enough that it was never too much of a problem.