Dude this is awesome. Great game idea, great execution, and really inspiring me to start coding in assembly ^^
I love the music and timing with the bullets coming at you. Also the title reminds me of Yeats, always a positive. Easy 5/5!
What a cool concept, reminds me of Ikaruga which also had the idea that you don't want to be avoiding bullets all the time. Though I really like the idea here that you actually need to absorb the bullets in order to progress at all.
This is my personal opinion completely based on my own experience as a longtime bullet hell arcade player so feel free to take it or leave it - I would avoid or drastically reduce the startup inertia for the ship, and possibly remove the drag as well after stopping. The reason for this is that you can't design more intricate bullet patterns because dodging is imprecise. It's totally up to you and your design, that's just my 2c as a superfan of this genre. If you look at the original classic bullet hells - Batsugun, Dodonpachi, even Touhou - they never have any startup inertia or acceleration for this reason.
I also found it somewhat hard to control because the cardinal directions were rotating with the ship. I don't think there's anything wrong with this, but combined with the startup inertia it felt a bit sluggish for my taste.
Overall though absolute banger concept and great foundation to build a cool game. Really hard in a good way!
Looking at your comment again I totally blanked on replacing the title 'Puzzle' with the actual name of the puzzle, loool. Thanks for catching that, totally slipped my mind.
I agree with many of your points. The 'solved 01/' is some weird quirk of the font I used (I think) that I can't quite figure out, it's supposed to read 'solved 0/1', referring to each receiver on the board. I also like the idea of using number keys for the different gears. Regardless, thanks again for your feedback.
Pretty badass. I got to round 45 and could've probably kept going for a good while. I could see the idea having a lot of room to grow in incentivizing the different adds, modifiers, goals etc. I like the idea of buildcrafting each wheel to a degree, and being able to change them out.
Honestly a lot here to like, and it already has an addictive quality. Extra props for using Love but I'm biased ;)
Very creative and interesting idea. I definitely think with some polishing of the controls and physics, this could be something pretty cool. Probably the hardest part of the controls to deal with (other than suffering by playing on trackpad) was that the metal ball would have more elasticity than I would have liked when hitting a wall, causing for example on level three to 'ride up' the wall rather than sinking straight down after hitting a wall. I like the idea of having a weightless anchor at the end of the chain, there's something there that could be really fun. In general, I think playing with the weight and impulse of the ball will make the game feel better.
Cool project!
Really interesting idea and execution, totally unique, I just had very little idea what was happening. I think making some more feedback of the choices you're making would go a long way - for example the race was continuing on forever no matter what slots I got or didn't get, so it's hard to know what is actually working or failing.
Interesting vision though, I hope you continue to work on this.
I really enjoyed this, played for 11 rounds! It would have been cool to see a boss fight after 7-8 rounds.
I don't have many notes, only that I would like to see more polish with what's there - like seeing more indication of your enemy's turn, and what the outcome of each spin is (like live calculations, sometimes it was hard to tell what the outcome number would be). I hope you keep working on this, it's a cool idea!
That was fun! Overall felt pretty good, it would have been nice to have some control for resetting the camera to front, as if I played windowed I could not re-center easily, but of course it's fixed easily in fullscreen. I also would personally prefer less startup inertia and acceleration but I understand that's a design choice. Would also maybe suggest putting some transparency and fewer of the 'Z' particles but it's cute. I like the visuals and building of the level. I had a good time!
Nicely strategic and well built game. I don't have many notes other than I think it could be clearer what exactly is happening - there's a lot of info but it can maybe be organized better or have more visual indicators, for example if I roll 2 swords and a heart, and I attack with hex (fire) vs swords what exactly is happening in terms of synchronicities? I originally thought I could only use the actions that I rolled, but that didn't seem to be the case, instead that actions would add onto the roll like Hold'em Poker. So I think could be clearer in this regard, but overall has a fair amount of depth for just a jam game.
Cool project, I hope you keep building on it.
Very cool and ambitious idea, we talked about it on stream so I'll paraphrase here:
- Found the controls ultimately getting in the way of the idea rather than enhancing it, I would like to see better ways of getting into a rhythm (something like North South directions rotating CW and East West directions rotating CCW?)
- The puzzles were good but could definitely be a bit frustrating if player can break the block just as easily as pushing it with the same keypress. I like the idea in theory but maybe could find a better way to put in practice.
Good work!
Really interesting idea and great graphics (surprised at how smoothly it runs in browser!) but could definitely use some polish to release its own potential.
I like the idea of having an obstacle pinned to your own body, but I would really like to see smart usage of it to also get trickshots - like levering yourself to get really high or something. I also wish there was less startup momentum and inertia overall so it would be easier to be precise, might be personal preference but that would help a lot with the platforming as I spent more time fighting the controls and positioning rather than the level design.
Really cool project though and I'd love to see it get expanded.
I had a lot of fun playing this, I definitely think it could use some polishing but I found it pretty engaging and a fun concept overall.
Some notes:
- Would be great to see the distance traveled as I'm traveling, bonus for seeing where my previous ships landed~
- Totally my personal opinion but I think you can fold the meta-progression in somehow better than just having a store, which would incentivize lots of low quality runs to get better outcomes
- Might just be the browser, but using spacebar felt a little imprecise, sometimes it'd register a couple frames lagged after pressing.
Cool idea I hope it gets expanded! Also thank you for the extensive feedback you gave to my game, I really appreciate it!
I give you a lot of credit for having a unique vision and trying something interesting. Unfortunately was kind of difficult to parse what was happening, since actions didn't seem to have any feedback other than a win or loss screen. I think it would translate better if there was more feedback and animations showing that after you pick up the gun, you spin the wheel, then the gun firing itself has a 1/x chance of whichever outcome.
But overall unhinged in a fun way!
I enjoyed this a lot, really well done and had a high level of polish!
Some notes:
- It would have been nice if the speed build up bar was over the actual rotator source (fan, chair etc) rather than the mouse, so I wouldn't have to keep the mouse close to the character
- I was playing on trackpad, so left click to charge and right click to release was somewhat awkward, I think holding left click and releasing might feel better?
- Didn't feel clear what exactly I'm aiming for, I bumped around a bit on the first level and collected everything and didn't realize I'd hit 3 stars until after I exited the level and looked.
Overall really good! I could see this expanding to something really fun. Reminded me of playing Billiards, that might be something to lean into. Good work!
Very cute, I like the homemade SFX and graphics, though I think they made it difficult to tell what was important (+2 for both stats vs +1/-1 to each) and also de-emphasized one of the more interesting mechanics which is the floor tiles having positive or negative effects. I would like to see the procgen create more interesting vertical tile formations rather than mostly being stuck on the floor with one mid-height tile, but overall a cool idea that needs some polish to really show off what it has to offer. Bonus points for having code scrolling in the background, always fun to see.