This setup is not bad at all and has potential. The "unstable" part of it is really hard to navigate though, you might be forced to cross it to get to the last enemy. Still, I like what I'm seeing.
Ephraim225
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I think you've struck gold! The movement mechanics, simple as they were, got me to really think about the enemy firing patterns and how to move through each stage. I only wish the camera weren't so slow to catch up with the player, but this is a great foundation. (Those reflected shots are worthy of a Tim Follin soundtrack though. )
Now THIS one is a winner! Brilliant idea - I've actually been looking for something with more bullet interaction, I never thought about shooting the bullets to spread them out. The only hitch is that sometimes the bullets randomly don't create a good enough opening when they move but that only really happens 5% of the time. Excellent work overall!
Definitely one of this jam's highlights. Essentially the player creates the enemy's pattern, upping the ante in order to score more points - not something you see all the time, definitely worth expanding on, since this game can actually be made very easy by choosing the most inconsequential pattern modifications (The green turrets are a distraction and little else, and the other turrets just don't fire enough by default) Still, excellent idea for a game.
I like the isometric style and the artwork. Music was okay-ish. Now as for the idea of tossing a coin for a positive and negative effect...when I think of "Consequences" I think of "Player choice" rather than a straight-up gamble. A lucky player would just plain make it farther than an unlucky player. Still, solid overall.
Legit a very clever concept, encouraging accuracy and being conservative with your shots. The gun variety is very good, though I never used the stock market, it didn't seem to be influenced by gameplay. Also the airplane's pattern is very difficult to work around; I never got past it. Still, concept is very nice with good visuals and music too.
A bit tricky to know when you're getting hit; screen size is a little small, the cursor and bullets don't stand out all that well against the background. However, music is pretty good and character sprites are nice. I also like how the upgrade system works. Also one of the few shooters to actually make you empty your clip before loading another one.
Highly innovative idea in which getting hit simply resumes the previous pattern. You also move by spinning the board; also a neat idea. However the patterns are generated procedurally leading to the final patterns being impassible without an item, almost like a certain Touhou game. However, this means it's necessary to collect coins to get the items. Still, it has great potential as a concept, which is the most interesting part of jams like this.
Music could probably use better instrumentation though.










