Get it, cuz u are the an-ENEMY??
tuff crowd hehe
LOL ! ! !
Obviously others have mentioned the balance of this game is.
A similarly complex game you could have modeled this after is this random demo I found
https://gislijohann.itch.io/asteroid-smasher
Anyway, I like your style, always be on the lookout for those unique angles!
Charming and chill!
What if you leaned more into the tower defense side of the game, requiring the player to actually run along a road? Right now it feels like the towers are just stagnant enemies.
Other than that, the progression is nice and balanced and it's all pretty cute! I love your cover art too.
I'm gonna write down my chronological impressions..
WOAH that gaamepage-Oh my I LOVE THE ART!!! that little bearded guy... I wanna be just like him when i gwowgup
Ok I actually just beat the game just now.
The mechanics are not very hardcore, simple sokoban style, so what we really need to look at is the puzzles!
In depth breakdown:
Puzzle 1 - Not a bad tutorial!
Puzzle 2 - Interesting. So, the solution teaches us that the old man will still get injured if he attacks, unlike other broughlikes I've played. So I was not quite able to "figure out" the solution, it just came after testing. But a good level for that anyhow!
Puzzle 3 - I guessed and checked this one, it worked eventually
Puzzle 4 - My favorite puzzle <3 this was really nice
Puzzle 5 - Good extension of puzzle 3! Nice continuity
Puzzle 6 - A fun one when you get it!
Puzzle 7 - Another interesting solution, but still difficult to conceptualize imao
Puzzle 8 - most creative puzzle, good good good!
So all in all there, engaging enough to get through but further puzzles might need more things to distinguish them or something.
Polish was on point!! The map, transitions, etc. Not all super juicy or intuitive (im thinking the map here) but really robust for sure!
I am just now realizing what makes this sokoban unique though, and that is that you are moving multiple people simultaneously. Yah that is p cocol!
Aww my feedback got deleted. I'll retype it word for word!
This is a very clean game, as others have said, so my feedback is gonna be picky picky :)
Main Mechanic Strategy
I love block breaker games for their potential with strategy, and so I thought this was a good use of the block breaking bullet mechanics, despite limited features in power ups or block types. However, the randomness of the bullets means that I feel like each level is just gambling until I get lucky enough to win. If the bullets were more predictable and you could shoot at more precise angles, I would have felt more in control.
Levels
The levels were pleasant, but the progression felt random, with levels exhibiting random mixes of open or tunneled terrain. Levels exploring fun twists on the mechanics, such as requiring bullet spamming, requiring dodging bullets, having a TON of blocks, having specific puzzle angles to shoot the bullets at, could have been truly engaging. Also, I beat the Thank you level too hehe.
Theme
Great use of the combination of themes for tri-jam and ham-jam!
Particles
Breaking boxes somehow felt anticlimactic, maybe more opaque particles and glass shattering sounds could have been nice. But the missiles look pretty good!
Good job, have a good day too!
A game who's consistant style makes the entire adventure the very opposite of the title, #BORED manages to keep even the most ipaddy kids' attentions as the players spin and loop their way through various obstacles while collecting, that's right, cows!
The obstacles, albeit simply coded, give the game creativity which could not be mentioned of many games throughout history. I suspect some of this may have emerged from such a.... united.... team. The airplane concept alone is also pretty creative, and bold considering the vast amount of physics challenges one needs to conquer to get airborne.
I enjoyed the levels a lot, though the menu shenanigans and the lack of actual challenges in the levels were less fun for me personally. The dangling cow mechanic rocked though!
The story is subtle, but the theme is actually incredibly cohesive. All the crazy obstacles definitely fit the mind of a deranged and totally #bored kid!
I LOVED the airplane art, shark art, and cow art!!!!!!
"Moo", also, gnarly music. Except when it was playing stock lofi.
All in all, very surreal experience :3
-DataPotato
THank you for your feedback!
Yeah so you have this gun that you are supposed to use to move around! Try left clicking instead of moving around.
I spent 10 seconds making the music, I was literally scrambling to finish, it was intense. School started the same time the game jam started lol.
So basically when the gun shoots a grow shot, mass leaves the gun, causing the player to take knockback.
But when it's shooting a shrink shot, the mass goes back into the gun, causing the player to lurch in the direction of the shot.
That's the idea anyway, It's obviously not a finished game :') I could have added a bit of explainer text.
THanks for playing!11
BOLD STUFF IS IMPORTATN
I don't care about the horribly broken physics system. This game deserves a gold medal.
I spent like twenty minutes beating it. Yummy. Delicious. Phenomenal.
I especially liked that the last level was kinda difficult! When you have a fun mechanic, you gotta squeeze all the juice you possibly can outta it. I also really liked the
Of course every game can be improved and learned from. If you're looking for a list, here was what i found. I mean. It's still much better than my game. I have no idea what I ended up doing. Probably just making cutscenes again. Like, I'm not sure what the vertical light brown rock bar was, there was no restart button, there's a lot of little glitches (i got softlocked, i grabbed the air somehow, the battery edge shows through every now and then???), I would have enjoyed a wider click radius, and I didn't quite like that the hand would release itself if you pulled too hard, and the stamina level wasn't smooth (idk about that one, maybe if it looked more like a battery?). And it would be REALLY epic if it was more open world and diverse like the vr game the climb.
But. Really cool. Gnarly. Yep. Top tier game. :)))
Thank you1!!
yes the movement was intentional lol, here's an explainer blerb:
So basically when the gun shoots a grow shot, mass leaves the gun, causing the player to take knockback.
But when it's shooting a shrink shot, the mass goes back into the gun, causing the player to lurch in the direction of the shot.
That's the idea anyway, It's obviously not a finished game :') I could have added a bit of explainer text.
THanks for playing!11
right yeah thanks so much!
the gun... ok so it's a shrink ray, but every other shot shrinks and every other shot grows (to preserve density)
So basically when the gun shoots a grow shot, mass leaves the gun, causing the player to take knockback.
But when it's shooting a shrink shot, the mass goes back into the gun, causing the player to lurch in the direction of the shot.
That's the idea anyway, It's obviously not a finished game :') I could have added a bit of explainer text.
THanks for playing!11