thank you so much!
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Yeah, the difficulty ramping wasn't really built out. The number of enemy spawns increases, but not a ton. I was thinking about tying fire rate to vehicle speed and making the score based on enemy kills, so you have to balance vehicle control with weapon use, and also wanted to have more complex (and dense) enemy patterns but instead I spent a million hours trying to find the perfect song and making VFX. Also I never put in powerups...I wanted to reduce the fire rate in general, but have relatively frequent crown pickups that would boost it.
This is cool, I enjoyed playing it. Thanks! Having to click through the story changes the pacing in an interesting way and you use it to your advantage well in placing emphasis on words and phrases; in particular the clock stuck out to me as a great use of the mechanic you're using, perhaps because the time ticking up mirrored the clicks. It made me wonder if this would benefit from some kind of click counter, like a faux page number or a click-based-clock.
I've played this longer than any other wizard jam game by a wide margin. Would be nice if UI informed you of new messages / new employees, and I felt like the money/clicks panel could have been more prominent. Minor UI feedback though, I enjoyed the game!
Took me a couple tries to figure out the mechanics, but once it clicked I had fun. I found it pretty hard so it took a couple more tries to finish, but I enjoyed the challenge. Also the info-graphic style works really well.
The wind-up is a little long I think but the pay off is worth it, and I got a good laugh out of the end. I liked the banter between joyce/geddy/kyle, but sometimes I thought the protagonists dialog was a little too stiff (even for her character).
Really nice art/animations, dialog and battle systems both felt great. I think I hit a bug on the last boss? I got stuck at the FIGHT screen, animations are still playing but I can't do anything. Anway, awesome work!!
Using very little this game does a great job of creating a sense of panic. Nice consistent style, and the audio/visual effects work really well. I found the difficulty really inconsistent; sometimes it feels like the letters speed up much faster than others and it feels a bit unfair.
This woulda been a f****** awesome Mavis Beacon Teaches Typing mini game.
The shooting and explosions felt good and I really liked the look of the flight patterns being drawn on screen. Art was a bit of a weird mix, it might have been better to stick to either all hand-drawn or all polygonal.
I wasn't sure how to succesfully pickpocket anyone...tried to do it as soon as they became distracted, and was out of sight of the cop, but they always got alerted and I never got money. I liked the art and the concept.
I found it a little bit difficult to get the arc on the harpoons right, but this game is pretty solid. Really cool style, and trying to keep combos going while buying harpoons and making sure to kill whales is fun.