i feel genre wise we went down a kind of similar route haha
just wanted to note that i think holding down the shoot button instead of tap firing would greatly increase the comfort while playing, my hand is dead!
i loved the art and concept, especially the way you generate characters and answers! gameplay wise i think my brain needs more moving parts but i´m generally not big on text based experiences... great job!
i think you had a cool idea here although to me it felt less like imagining something new around a theme and more like testing out a cool ai idea you had anyways, which is a totally legit use of a jam
Very cute execution and nice story integration of the theme! i would have loved the inputs to be clearly synchronized with the music and to have clearer visual indication of how successfull my input was
Thanks for your feedback! For research purposes: did you not notice the destroyed asteroids dropping ammunition or found the drops to be too infrequent?
the idea for controls was very cool, but i think the execution was lacking. maybe a bit more forgiving when reaching your heart or a different behaviour instead of it just falling down? that felt a bit hard to predict for me
great asthetics! the map design felt a bit confusing for me and there were a lot of things introduced at once, so it was hard to make out how it all fit together
very cool concept although i feel you might have suffered from scope creep a bit as the whole idea is quite ambitious for 3 days imo. it feels to really work, the game would have needed a lot more polishing and iteration
more fun than i expected! it feels really good to activate your shield in the last moment before getting hit :) i felt the limitation could have been implemented better
loved the game, it felt very polished for the time frame! i think the hitboxes could be a bit more forgiving as it felt a bit frustrating when you miss an enemy that looks like it should be hit
great integration of both theme and prerequisite in my opinion! I felt the controls could have been a bit smoother, the later levels got quite hard for me
I felt the same way, fo me it was the size of the area that moves people and that they stop instantly when they are not in it. some gradual speed falloff could work, i think