I love this as a concept. I have a couple minor questions:
- Where's the text version? There's a devlog mentioning it but no file.
- Where's the sixth character species option? I suppose I have to assume it's a...bee
This game is sick af. The sound design is really good (those footsteps are super scrumptious), but there was a bit of a missed opportunity to utilize stereo sound (and the mono music also weirded me out though I think I might see the rationale behind it). It got a bit frustrating admittedly, having to wait for the cooldown to end to use the sonar again - maybe have it have less cooldown but remove the revealed platforms if reactivated prematurely. But I got through it eventually, and I think you exhausted this single concept perfectly.
Also, very nice touch having a frame rate limit in the options.
Interesting design choice that your worst enemies are not the enemy NPCs, but yourself and the y-axis. Pretty slow going in general, I think both the enemy spawn rate and growth times could easily be doubled or tripled, though you might have to implement weapon upgrades too.
The shooting experience is solid.
Pretty neat idea. It's cool that it's an adventure board game, which I haven't seen before. I enjoyed seeing what would come next.
Some things could've been caught. The dice roll should be much faster, you should be able to forfeit leftover movement points, and why is the music so quiet. Is there music? Was I imagining it? I came (I think) very close to finishing the game, but despite having a d8 and like 8 rolls left, I couldn't take down the boss. Very anti-climatic.
Really like the bouncing-projectile-that-you-have-to-catch mechanic. If the movements and physics in general were less floaty, I feel like it would have been much more enjoyable. Also, the music is clipping the mixer, which is understandable given the genre but should be fixed ASAP (it also loops weirdly, kind of fading in suddenly).
A great little adventure game for a solo dev, congrats. The sound design (and feedback in general) does leave something to be desired, but I was able to stick through it to the end, so maybe that doesn't matter.
More specifically, the sound mixing is completely all over the place - the boss music is barely audible, for example. The "explosion" sound for the carrot bombs are weirdly cut. But that's just my two cents.
Awesome stuff. I love the art style, and the sound design is pretty good.
The "rainfall" attack is basically impossible to avoid, however. The rest of the attacks are very well communicated, even easy to avoid. But the way the boss is invulnerable most of the time makes it kind of annoying to have to replay. You also can't attack in the air. And you can't start the fight with a gamepad, no button seems to talk to the boss.