Wow, thanks for really taking the time to check out our game! I think one of the greatest compliment for a dev to receive from a player in a Game Jam is their time investement, so I really appreciate you trying different content options and mechanics. We are going to allocate more time for balancing and testing in future jams for sure!
Cocco
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Haha, I'm sorry to hear that you unfortunately also fell into the void, thank you for taking the time to give us valuable feedback. There was a mix-up with differnet Uploads of different build states, I think you might have had the one with the tick-timer set high for testing purposes. We will be testing a lot more in the final stretch for sure. It was a 3D Bomberman Tower Defence at first and evolved into Plants vs Zombies with Spawnegg-Timers later on, so you really hit the nail on the head.
Hey, we both had the same Idea with using pixelated photos of hands for our first person controller, which was fun to see. The Gunplay is juicy, hitting enemies with your bullets feels rewarding. We coincidentally also had the same error with importing urp shaders into a WebGl build, I know how much it sucks to lose that after all the work you clearly put into the game. You did really well!
Wow, you really did a classic psx 3d platformer in such a short amount of time, I'm really impressed! Its also amazing to see the cute cutscene at the start, and all those different models and content you added to the game. The controls are a bit finicky and floaty, but I still had a lot of fun collecting the parcels in the trees. So many details, in such a long time frame, you are a beast!
This is such a nice comment, thank you so much! We had a bunch of other features planned, but we had to focus on the Phantom Replay mechanic because of the time constraints.
We would have had a moderate pool of different sized battle vehicles with their own driving quirks and a functional shooting mechanic to stun the ghost replays for a short period of time. We hope you had as much fun playing the game as we did developing it!
Are you kidding me? This is an outstanding submission, really well done on this one! :)
It looks and sounds polished, even the externally sourced music adds to the atmosphere. Love the use of procedural generation in your level design, it hard to get right and you nailed it.
Maybe its just me, but I find the speed of the acid rain elevation a bit too fast, especially when some jumps can be too finicky.
Great spin on a retro formula! The whole gameplay gets crazy fast and had me sorting plant spots like a madman. I think I would have enjoyed more variety in the rain drops, even if its just their respective size, or added mechanics like lingering wet puddles.
Also, it is way easier to just let two of the plants die and just move one single plant around. :P
You did really great with your submission, loved the soundtrack especially. Being able to rotate your character adds a lot more complexity to a well-known arcade format. I would love to see a level based around this gameplay with the shape/volume/angle of the player as a further developed game mechanic.
You know- I had so much in mind before ultimately scraping most of the content. Not only because of the deadline but because I had doubts about having everything beworking flawlessly and being polished. But the world map was one thing I didn't want to leave out - so thank you for noticing it!
Sounds like a weird bug, I also did encounter it once but didn't give it much attention, I should probably make a fail system around that going in the polishing stage. Thanks for telling me and playing the game!
Oh, I really appreciate your detailed comment, especially regarding the balancing aspect of the game! I actually wanted to add some more pick ups but had to leave everything out except the health pack, so it's great to have an outsiders perspective on it. The boss is completely randomized, he has three possible attacks at the start of the phase. Maybe a more reliable pattern would give me some more control to make the player experience more universal. Thank you so much for playing and taking the time to give me an insight in your experience!
Wow, thanks a lot for actually giving me some detailed feedback on this, you're describing some important points to consider. The bouncing was caused by an animation error which I just found right about now. Maybe I'll also need some better indicators for the enemy attacks.
Haha, you know that's so great to hear - a majortity of the time I spend on this exact moment you described and it seems to be paying of. I read a lot of comments talking about the boss which honestly surprises me as I expected it to be more of a reward for the few patient players. I'm going to use the next few days to the fullest to polish it a bit more. Thanks again for your time!
When submitting a narrative focused entry to a game jam, the story has to be exceptional to grab the players attention. Not only did this game managed to grab my attention, it did so with such stellar writing that I am envious that I do not have a writer at my own disposal. The art is charming as well, but it does feel a bit detached from the base tile set, which could be solved by using a more abstract custom tile set. All in all a gem between all the gameplay oriented entries and a job well done!








