Thanks for that feedback! I didn't prioritize the menu enough and now I've learned from several people that these UI elements are very important to them, so I'll do that in the future ^^
FoxFoxGames
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"Carpal Tunnel Simulator" :D I love it!!
Organizing UI elements into a menu would have been the next step, but I got so carried away with upgrades and enemies instead ... will likely do some update about that in the future. (At least this way, it's available on mobile! Quite fun as well and your mouse will thank you)
And I'm really happy that the game is enjoyable for such a long time and you had such fun with it ^^
I made it to the end of the level! Without checkpoints, it felt a little bit grindy, but in that time I got a way better feel for the spin and even discovered a lot of little shortcuts on the way! It feels very speedrun-able ^^
The fullscreen sadly did not work so I had a smaller window and the tutorial confused me, because when flying upwards into the spikes, it took a long time to understand what was going on. Maybe reducing the acceleration slightly could help with that initial learning.
I can tell a lot of emotion went into this game from the setting and the description page. I'd like to experience more of it, but I'm just not able to get past the Bat room - the jump height keeps bugging out and I can't get to a next platform. I've figured out I can use the bat attack bump to "glitch" myself higher, but I never survive long enough with that. I wonder if anyone else experiences that?
The speedup seems to only trigger once you hold one direction for a certain time and then switching to the other. I initially assumed that I would accelerate at all times while spinning (I interpreted the arrows that way) and so it was difficult to get into it. Later on as I gained more of a feeling of the mechanic, I found edges quite punishing as I lost all my built up progress instantly (... then again. I'm bad at racing games in general). Just wanted to give you this perspective, feel free to do with it what you want ^^ I'm really impressed with the thumbnail art btw!
Thanks for the great feedback, it's really appreciated!! <3
I agree that the wave system and difficulty curve would benefit a lot from finetuning, and if I had more time I'd focus on that next.
For the health bars, I could probably add a red pulsating animation for low health. The slow healing is kind of intentional, I'd rather change enemy pacing and difficulty than increase healing.
The menu would be a good QoL addition, I kind of tunnel-visioned on the minimalist approach too long...
That being said, I'm very happy that you enjoyed my silly serious game already, "fun and chaotic" is exactly what I was going for :D
