Thanks so much, that's super kind praise :))
Glad we managed to match that aesthetic!
Really fun concept! I did find the camera a bit frustrating in that it seemed to not really properly illustrate the depth/perspective of things, but being able to press X to get an overhead view was very helpful. I also appreciated the leniency of deaths -- having no score penalty besides the opportunity cost of combos made it feel a lot lower stakes, which was a good fit for this kind of gameplay. Well done!
Yeah Minit was definitely a design inspiration. Glad that design experiment worked out, for the most part!
If we had more time, we would have definitely tried to balance the levels better for difficulty. As is we actually added 10 seconds to the first level right at the end and even that wasn’t enough 😅
Thanks so much for playing and for the constructive criticism!
Thank you so much!!! Major kudos to our musician Chris Doerksen. Yes, the sand piles fill up over time and you can’t pass through them once they’re fully filled! They’re handy shortcuts if you’re speedy enough on foot. Would be fun to add some additional speed-up abilities! Some similar ideas were considered but unfortunately cut for time.
That's totally valid criticism, yeah. Honestly the 3D assets were only available to work with quite late into the development cycle so we didn't have a ton of time for the mashup to mature. Given more time I would have definitely liked to be more careful about reflectivity, shadows, light coloring, color grading, etc. so the 3D would feel at home in a 2D setting, but what we had time to submit just used default lighting and some camera tricks. But yeah again really appreciate the thoughtful feedback :)
Thanks so much! I totally agree regarding sound design -- I threw those sounds together a bit hastily on the last day of the jam and would definitely like to add some more varied sounds (plus it's really easy to do with Wwise). Specifically the boardwalk footstep one is kind of irritating to me, lol.
That's also definitely fair criticism regarding gameplay. I didn't want to overwhelm players immediately with too many gingerfolk to take care of (especially once the snowmen come in which is a new learning curve) but the overall pacing of waves could use some more careful design for sure.
The 3D models weren't supposed to look pixelated at all... I wonder if that's just a web player artifact? In the full download (or even full screen on web) it all looks really crisp to me.
Thanks a bunch for the constructive feedback!
I love the art style here!! I wasn't quite sure when I would need to use the gasoline -- I only used it once at the end when it seemed like my green drink recipe wasn't working with the two base ingredients. I even put the gasoline into the blender with the boss fully watching me and there were no consequences -- I got the alien (good??) ending. Unsure if that was the intended gameplay, but I do think there was a bunch of creativity on display here.
This was really fun! Lovely art design and use of the palette. I found the inability to pan your camera simultaneously aggravating (not in a bad way) and really interesting from a movement/level design perspective. I do wish there was a little more importance to the NPC dialogue -- I get that it was kind of meant to misdirect as per the limitation, but the gameplay ended up feeling quite linear because there was actually nothing you needed to do for anyone but yourself. Small critique, but pretty fun nonetheless :)