Sometimes that's how the muse works! Simplicity also brings with it clarity!
givenflesh
Creator of
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Working with probabilities is fun. There's something fascinating about needing to manipulate your dice when you don't know what you're gonna have to deal with later (though you do eventually learn as you play). That 7 is especially nasty and definitely posed a problem. But still, managed to get to the end.
I definitely also found a way to lock in a dice roll mid roll if you rolled, immediately moved to the go button, and hit it as it was displaying inbetween results.
Overall, had a good bit of fun!!
I love that your ship parts kind of act as your primary health. I enjoyed discovering how best to apply ship parts. Honestly, I think you're onto something here if you keep fleshing out this idea, more ways to fire, some special manuevers... but even as it is, this is a pretty good output for a week! Also I was a fan of the music that played during zones.
I think the ease with which you can knock over your first few balls is a bit rough. Also due to placement, it makes the most sense to explicitly push the middle ball, then go back for the first one you come across. So I'd probably consider adding some rails or a way to restart at the initial spot of the level. Still, was interesting! It had a good vibe to it, and that's always a good thing to have!
It's unfortunate that it starts lagging out after a while because it was really fun finding out how to break fix all the bugs. The dispersion is a really fascinating levelup especially because early on when it's firing the wrong way, it's only useful if you get lifetime. Though size also seems to help a lot. I feel like the first thing I'd probably do is lock a few of the upgrades to a max, rotation speed isn't useful past a certain point, and projectile speed can put you in a bad position as the projectiles move past the enemies.
Just... absolutely fabulous. This is so clever! I'm instantly transported back to the early days of flash games, in the best way. The premise is fun and enticing. Figuring out the order of the turtles made me feel so smart. You walked a perfect line between letting the player figure stuff out on their own and giving them information.
The A Capella soundtrack did make my housemates look at me funny, but frankly, it was charming. I especially loved the map theme. The whole experience just made my day
I like the upside+downside combo. It's really fascinating having my favorite go to buff (damage) come with a severe enough downside to actually need to not go crazy with it. With some time spent balancing the options, this could make a really engaging game loop!
Also I love that the 'increase all projectile's size' kinda looks a little like it's only upside until you think about it for an extra second. When I took it and the bullets were near undodgable, I did actually laugh.
Excellent work!
Pretty fun! I got sucked in all the way to the end. It was a smart decision to make everything have cooldowns because it kept the basic shot relevant the whole way through. Though I'd have loved some sort of like, way to change how it worked a little over time. Like choose between bigger shot or pierces a couple enemies shot, or homing or something like that. It's always nice building up your basics. But even without that I enjoyed it quite a lot
One of the more creative entries I've played. This was really great! I'd have loved the ability to move stuff after placing it, but I managed okay without. Turns out there's a lot of depth when you have to deal with your own placement, too. I think that the turrets themselves are a little underpowered early game for how much nursing they need... but it was just a lot of FUN using the other two, too. Great job.
Other than a couple hitches here and there that are clearly from the time crunch, this was a surprisingly engaging piece. I'd have loved some damage numbers, the ability to see what the effects do, the ability to see what the effects do on the same screen as applying them to a weapon, those sorts of things. But even without those, I played til I had 15 blades. Just a REALLY engaging premise.
I cannot believe how difficult inversion makes something, jeeeze. I was really struggling for a while. It seemed like I kept the full health bar of whoever I was killed by, but it never reset to 'full' health visually. Other than that, that was a really neat way to give the feeling, alleviate challenge for those who were struggling, and still give room for a challenge run. I liked that a lot, especially
What a precious creature! Thank you for making this. I had never played the card game before and I'm a bit embarrassed how long it took me to understand even with the tutorial. A couple recommendations: The most useful diagram is on the second page instead of the first, and the 'next' button is opposite the button that opens the menu, I'd recommend swapping the button placement, and seeing if there's away to get the strength chart on that first page or have a separate button or UI element for it.
I *really* enjoyed the puzzle solving once I got it, that last one was a doozy. I love puzzles that when you're given more moves, you worry
What an absolutely stellar addition. One of my other team members already gave some feedback, I just wanna double down on it. So far, this is hands down the best game I've played out of the jam so far. Took me nearly an hour to beat it, but time well spent, I enjoyed all of it, even if I may have cursed at my screen a few times. Thank you for making this and sharing this, genuinely!





