This was really fun! Each bird's gimmick is easy to understand, and they are combined in interesting ways. More than the sum of its parts.
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You've got some depth even with very simple elements. Slimes force me to move quickly before I'm overrun. Spikes are sometimes safe for me and sometimes dangerous to my enemies, but they are still very dangerous to me!
This was fun! I'm impressed by how much there is to see and do. Lots of enemies and items. Town upgrades. Different biomes for the different kingdoms. At least two levels of dungeons with different generation algorithms.
Making and publishing a game in a week is an accomplishment to be proud of.
I like seeing my collected resources stacked on the ship, instead of disappearing into a cargo hold. I thought I needed to dock with the space station to sell resources, but I can just click that button whenever I want.
Watching the town grow is fun. Are houses required to be adjacent to the farms that feed them?
I made a generator that's pretty similar: satisfying supply & demand, packing rectangular objects on a 2D grid, and even the orbiting camera. I'm inspired to make some improvements after seeing your generator. https://cliffordius.itch.io/spaceship-wrecker
I'm very impressed! When I spawned on a wooden platform, my first thought was, "What if I jump off?" You planned for that. With only two "tilesets", you made at least four layers of environment. That's elegant!
I like how completing one plant throws sprouts out nearby, letting me expand the ground cover in whatever pattern I desire. Woodladder is a great navigation tool & 'get out of pit free' card. I used templetorch to mark my woodladders, since from far away, it's hard to tell them from the unclimbable support columns of the wooden platforms.
Thanks! I may be misunderstanding what you mean by a" bigger level design", but the player is 2 storeys tall and runs at 45MPH. Shrinking the player to human size would make the city feel much bigger.
Fun! I enjoyed my first playthrough enough that I played several more times in a row. Once I knew what the first few upgrades were, I started changing my play-style specifically to get them faster, e.g. rounding up enemies to kill them all at once. I'm not sure if it's better to know the challenges ahead of time or discover them as I go.
Those mannequins are creepy! I saw I could act on them, but i didn't realize they could act on me until the crowd on level two. After that, I prioritized removing threats to my safety over engaging with your unique mechanic. In other words, I chose to play in a more boring, conventional way.
I was following this on Twitter, but I didn't know the styles were, dare I say? window dressing and they all shared the same structure. That's really cool.
Is there a button to generate a new house? I've been refreshing the page.