Ok the visuals are kind of interesting but what do I even do? It seems the little guy can handle himself pretty well so I guess I just have to watch?
FallenKiteDev
Creator of
Recent community posts
Hey thanks for the comment, hope you are enjoying it. And yeah the keyboard button definitely was a simple addition that could have made a huge difference. When I started I had this concept of setting constraints so that I can finish the game. Like "Playable only with a mouse" and "Black and White color palette". But didn't do playtesting, so I got used to clicking those buttons periodically and didn't realize it was cumbersome for someone new to the game. But I still very proud of what I made though. And will definitely add button input after the jam at least. Thanks again!
Hahaha loved the comment. Yeah definitely not an easy game. I like making difficult games and getting the feeling of achievement, but making a hard game probably wasn't a good idea for a game jam.
Here are some tips in case you want to try and beat campaign mode:
- Decrease difficulty, seriously the first thing you can try, it gives more health, energy and air at the start.
- Rotate only if you have to, try to kill enemies at the last possible second, like you can wait a bit for the crawlers but the missiles you have to react immediately.
- Keep resources topped up, especially when waiting for more enemies. Scrap amount left shouldn't be an issue, even though I wanted it to be. You generally always have a lot of scrap left
- Try to consistently make it to 1:30 time so that you get 2 modifiers. Try new modifiers each times and try to deduce which ones are overpowered. There are also some combos that make the game almost too easy so try to find them too. In a way this is also kind of a puzzle game. Which modifiers make my life easy?
Hey thanks so much for the feedback! And for taking effort to video yourself playing!! You got a hang of things pretty fast and I'm sure you can easily beat the campaign mode with a bit more time, even without decreasing difficulty or any OP combos. Also I almost laughed out loud at 0:40, I could feel the confusion, like the enemies are just a bit counter clockwise, in normal games it should be easily killable but not in this game. As expected you quickly made sense that you shouldn't rotate unless necessary. Which I feel is one of the most unique parts of the game.
About the refill mechanic, I work alone and couldn't find anyone to help playtest it. But now that you mentioned it, it is painfully obvious that the "Get X" buttons are annoying. It was a part of the very first ideation and prototype. I like constraints to help keep scope small and making the game playable with only mouse and the black and white palette etc. helped me finish the game on time. And I personally sort of just got used to topping up resources when gameplay cooled down. But looking at it with a fresh perspective, it is clear it disrupts the flow quite a bit, especially given its a fast paced game. A simple extra button input as you said could have tremendously helped. Ah well, at least I learned a lesson lol.
Made it almost to a minute. Nice song choice and charming visuals. But feels a bit too simple for a 7 day jam. Lot of scope for additional story elements, enemy types or modifiers. Right now its feels like a good base for a roguelike.
Immediate suggestions would be to make sure the gf doesn't drift too much to the border since then the player has too less time to react to seagulls from that side. Also the dead seagulls motions seems a bit random an it is especially unfair that a dead seagull can hit the gf.
