Short but interesting.
However, I'd say that platformer-shooter isn't really a mix of genre, and is a really well-known genre in itself...
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With an indicator of the next incoming action, as well as a change of player speed / jump height, the game would be way better. Right now, it's sadly only barely playable, even though it HAS potential.
An interesting and original concept, but that would need more gameplay mechanics to have any difficulty, as for now, enemies don't pose any threat. Could evolve into a really interesting game!
Interesting artwork and music!
Interesting game! It's a cool idea to have the ball also hurt the player, but it would greatly benefit from additionnal interactions, as the most efficient solutions is waiting for the ball to stop bouncing around in the right side of the screen.
Great cover image and title!
Am I the only one who noticed you misspelled your name in the title screen?
Amazing screen transitions, original concept, and interesting ideas!
I finished the game (even though the level 8 is stupidly hard), and loved the number of interesting mechanics there were in the game. I would have liked the leash to maybe be a little stronger.
Good idea, but I have to question the choices of having everything in the game made of ice physics when every platform is so narrow, and the timing has to be so precise.
It would have greatly helped to have a key to maybe fall faster, because it's not really a rythm game when you have to predict the jumping time itself in addition to thinking about the tempo.
Really hard, but I finished it. The goal is to just avoid most platform to only focus on finding which points of contact you are supposed to have, which is weird but interesting in a way.
I'm sorry but I am going to be blunt. I'm just bored.
Did I miss a gameplay mechanic or is that just not possible to reach the first platform unless you have a double jump, which takes ages to grid for?
Things take too much time, upgrade are not fun and lack the creativity, which is the part that makes idle game fun in the first place.
Also, buying other keys, which I feel is an important part of making the process faster, bugs the game and makes it unplayable by keeping you from removing/inserting your key.
...The art and animations are pretty, and with a lot of personality.
Really good concept, highly readable and with tight controls!
The game is addictive, interesting, and the idea of placing the turrets for each wave is really original.
The tutorial/main menu is a great element, as well as the visuals being 2D/3D.
My only complaints are that it's a shame there is only 3 wave, especially considering you had all the elements to make it random each X points (I suppose), and the music, (as the quick loop, in all honesty, can get quickly annoying).
Amazing jam entry!
Amazing game, that is both really beautiful and with a lot of different things to see!
However, the cost system is unclear, and the missiles coupled with extra guns are clearly the best option 100% of the time.
The art is minimalist, but stunningly beautiful, with a lot of colourful varied and readable bullet patterns. Bonus points for having the bullet be in negative when overlapping for clarity and aesthetics, but the exploding bullets would have benefited from a different shape to prepare the player.
The main menu is a bit overlapping, there is no sound, and it's a shame there is no player damage / lose condition... but it's a jam, so it's to be expected with the massive work you've put everywhere else.
An overall great idea that could be really interesting to develop, and an amazing jam entry!
We thought of puyo puyo, but we thought it would be harder for unexperimented players to play puyo in an interesting way (the gameplay mostly relying on combos which would be too mentally complicated for most beginning players who would have to juggle with the SHMUP aspect), and, to be honest, we know Tetris to be more visually recognizable and popular.
In a perfect world, the game should be fine-tuned to have a more diverse controls on the screen, and a possibility was to add bonuses and maluses that would alter the game.
Thanks for the answer!
Thanks a lot for the review! I'd agree that, outside of a game jam, the game would greatly be improved by having a few mechanics to manage the randomness of arrows, as well as the overall speed/difficulty of the game, but time is always running short!
I'm sorry about my post, I was tired, and reading it again, it sounded a bit aggressive.
I don't mean to take the game jam competitively, but i always intend to rate fairly based on the rules of the jam, and I only have a day left until the end to finish rating the rest of my backlog.
Sorry again for the poor form of my previous comment.
Very interesting game, but the gameplay tends to get very dull after playing for a while, which I wanted to do since there are easter eggs.
Typing games are a genre that I didn't think would be represented this jam, and as many interesting additions that make it a fun experience, where you want to see "what's coming next".
This however shows that I was invested in the game enough, so I'll have to set on saying this is a very good game.
The game feels is kind of good, but it really just feels like I'm playing hotline miami with both a sword and a gun.
The doors don't really exists, and are only there because hotline miami had them.
The adherence to the theme is a bit complex : the "one enemy tell the tale" isn't really justified, and the level design doesn't really play in leaving a single enemy alive a hard task. The "one way to kill enemies" isn't that justified either since your sword both acts as a melee attack and as a ranged attack, and with the really short recall time and cramped level design, you just have in front of you a permanent death area if you want to.
I'm not sure the game fits the theme that much, and originality isn't really there, there are a lot of bugs, there's a door in the wall near the three ranged enemies, and finishing that level replays it in loop.
I don't think the game feel can justify all of that.
Both gameplay and adherence to the themes are perfect, but I think the core design has some problems. I think the most optimal play is to click toward the enemy player, launch yourself while aiming for the enemy as much as you can, or avoid launching and raising your spear up, so I think there are additionnal mechanics needed to add more depth to the mix.
Still a great game, and a lot of potential for improvement!
The multiplayer is fake, but I hope it is only when no other players are connected? I don't like being deceived, and having bot icons for the bots wouldn't have been a problem.
I don't think the game would be fun for more that a few matches, and even then, it's really limited. Also, the copyrighted content isn't excusable, since it has been really explicitedly told again and again, and saying that only the windows version can be considered the real submission doesn't explain why you would have put it in the first place.
Your game really has a lot of potential, and the light color mechanics are both amazing concepts on their own, yet could pave the way of a bigger title!
In my opinion, the levels need a bit too precise jumps, and the bottom-right green lightbulb's shadow on level 6 doesn't make any sense, and works against the concepts of the game. At the beginning of the same level, the first walljump is a bit clunky, since going perfectly up makes you bump the platform. Also, collisions with the walls make you enter them a bit, making you blink in and out of the walls a bit, which is just details at this point.
This game is really original, creative and perfectly matches the theme. However, I will still have to deduce a star in design due to the lack of polish and the presence of a few bugs, leaving still a near perfect rating!
A great mix of 3D and 2D to give both a clear feedback, a sense of space, and an immersion into the situation, combined with an interesting mix between an asteroid dodging game, a platformer, and an overwhelming "I need to do everything right now or die" feeling.
Really good contender to one of the top spot of the jam.
So, the game made me want to pierce its secrets, and to understand perfectly how it worked. The music, sounds and voice actings really added to the game, but the tutorial was REALLY confusing, and it would have made the game clearer to have each explanation on a different page, or added text to understand. The principle of having one slot, building and demolishing building doesn't really fit your game, it would have been better if all buildings were there, but only one could be active each turn (since that's what reflects reality: you don't have any cost to build or demolish, and buildings stay at the same level once you upgrade them).
When you finally figure out the mechanics, the game is pretty simple, and you want to figure out the best way to proceed. However, the mechanic of GAINING soldiers based on the difference with the ennemy invaders make for an exponential increase once you reach level 5 on each building, which you can do really early since you can upgrade multiple times in one turn, and the mine gives way too much. Once you reach the point where your soldiers combined with the difference with the enemy are always greater than the increase of enemy per turn, you litteraly can't loose, and can spam freely the wheat generation.
The game then crashed at level 100.
Good game overall, but it would have GREATLY benefited of a more understandable tutorial, a few balance tweaks, and maybe a few others things to do on the side to keep being "on the edge".
This game is really incredible, and overflowing with potench.
This could really be made into a commercialized game with a few added content and a bit more polish, to ressemble a type of game similar to Devil Daggers in concept, for exemple.
The combos, the spear charging and the variable throw distance make for interesting on-the-go decisions, that make you want to improve and get yet a better score.
There are so many different enemy types, each easily recognizable, predictable, and each having his own unique mechanic adding itself interestingly to the mix.
This game would get the perfect score for me, but I have to substract one star to the design for the lack of music and sounds, out of respect for the ones who spent time on them.
Excellent game, among the best I've played this week.
Also, congratulation on your 100th rating!
This game is really original, but I didn't have the patience to grab a paper, write every clue down and play through the sign part.
The beginning of the game was really creative, even though the nut part was really confusing and I could only progress with the help of the comments.
Really good game overall, but confusing.
The messages overstay their welcome a bit too long, which heavily slows down the rythm of the game, but that's the only downside to the game: the "story" is interesting, and you want to read more, while the game slowly ramps up to show you more and more complex situations.
Everytime a level ends, you want to get to the next one, and the ending is really good. Really good game.
While the game is really original and really fits the theme, I'll lower my rating on the design aspect for a few reasons.
The ghosts are supposed to be your main concern, since it's supposed to distract yourself from the spike and having to juggle between the two obstacles. However, since the ghosts are slow, they are not a real threat : even then, simply walking holding the torch perfectly protects you from ghosts, as the hallways are almost always big enough for you to pass through and the fact that ghosts cannot approach you while holding the torch. The game is then about seeking your path through the darkness and avoiding spikes.
The concept is really good, but the ghost mechanic should be remade differently to better fit your really good ideas! Good game overall, but I'd like to see it in a different approach.
Good game all around, with all the quotes being very fun to discover!
The graphics are bad, but the aesthetic is cartoony and funny looking, making for a fun game visually (and it's the aesthetic that counts)!
After a really murdery first try, the second time was far more successful and I had fun overall!
Thank you for taking it the good way!
I absolutely don't want to hurt anyone, and it's hard to make "bad" reviews, especially considering the amount of effort all of this has took, and the investment of a whole week-end of pressure.
I have to thank you so very much for taking it the good way, and is a proof of a great dev! I hope you'll have more success in the future!