
Got 35 laps! Quite fun to build the track and speed through the end too. Liked splitting it into different sections of the map so there’s some strategy too.
Quite fun! Was only able to reach the 3rd boss though. I really like the game feel, the art and sfx was great too! I liked the boss attack variety the most! But I’m not that good at bullet hells so I couldn’t complete the game haha. I also felt like the spin was a bit hard to use? It was quite short and it was hard deciding which bullets to pick up in that small time frame.
Overall I still think it’s a fun game, the quality of the game is quite high!
Edit: Oh and the itch page was nice too! Liked the little css thumbnail rotation:)
Thanks for playing!
The dash was mainly used for evading the boss attacks, being an attack was sort of a bonus. Try dashing up! It should make the second and third bosses easier too! I think we could’ve better communicated that the dash can be used in more directions, might update it after the jam.
If you try the game again, try using the upwards dash + spin to catch the boss. At least for me and some of the playtesters, it can be quite fun chasing the boss and dealing tons of damage on top of him!
Thanks for the playing and giving feedback!
Yea the boss designs can definitely be improved! For the 2nd boss, the intention was to have the player chase the boss using the spin and deal damage but I can see players just waiting on the ground and hitting it too. Maybe by having a speedrun time leaderboard, players would be encouraged to kill the boss faster and not wait for the boss to come to them.
Thanks for playing and giving feedback!
Really nice art, the game feel reminds me of Balatro!
I’m stuck though haha. Boss’s health kept growing and I have no way of dealing damage.
Got to round 14 though, think good enough:)
I feel like some of the cards didn’t have much use, but saw in another comment that you want to redesign some of it.
Overall really nice game, surprised that you did it yourself too!
Edit: Oh and the settings was really nice too!
Really nice take on the theme, was fun charging the spin. Was able to defeat the first 3 bosses but the snake was too hard haha. Though the birds were quite hard too.
Feel like if the leafs spawned more and the parry was able to be used more, it would’ve been even better!
Overall very nice game with a very good mechanic!
Was quite fun! Couldn’t defeat the 3rd boss though, had him close to 1-2 hits several times. Really liked the boss designs, felt that there was a good variation in the attacks!
However, I felt that I was constantly fighting with the camera, especially when I’m switching between aiming and melee attacks. (As I’m writing this I just realised I could’ve locked the camera.. maybe I’ll try it again when I’m free)
Still, it was fun and impressive that you made the game yourself!
Nice bullet hell, liked transition from top down to side view! I don’t play a lot of bullet hells but felt like the boss bullet’s colliders were too small compared to the visual. Maybe you want it to be more forgiving for the player but just felt it was too much. Maybe reduce the bullet mesh/sprite visually but keep the collider size?
Still a nice bullet hell though :)
Oh maybe I missed it, my bad. saw some other comments about it but my main control problem was figuring out to press space. Maybe putting “press space to test the bridge” in the first level might be better? Or in the section with the floating blocks, have a sample level set up and let the player press space instead of enter.
Nice game! Think it would be better if you don’t reset the level that the player spent the time to build? But seeing other comments that it’s supposed to be a rage game so I guess it’s ok. Also was a bit confused about controls at the start. Wished it was written somewhere. Well, In The End, I reached it so it’s fine!
Nice puzzle game! Like how the order of mechanics are introduced. Also liked how polished it is! For example, the transparency on the glass/ice blocks.
My only critique would be the last puzzle feels a bit different from the previous puzzles. Don’t want to spoil too much but didn’t use all the crystals and didn’t have to do too much to solve it.
Thanks for your long and detailed feedback! There are 3 people who worked on the game. The main roles were programmer, artist and sound.
Controls:
Yup the controls could definitely been improved. Should’ve added some text in-game saying that you can select your characters from the UI. Like you said in UI, should’ve dimmed the unselected character too. Also could’ve added the selecting characters from the screen too!
Visuals:
I think the inconsistency is due to pixel scaling (for UI and characters). Thought of using Unity’s Pixel Perfect Camera but it makes everything look jittery, especially when the camera moves. We might try it again but I think we’ll just scale in multiples of 2 to keep the pixels consistent for future games.
Level Design & Mechanics:
Ya, the placement of the button is quite bad. It’s not at the edge so the smallest ball often falls out. And if the player scales it up, they’ll just jump out of it. The kid should be the only one that can trigger the exit. If the shapes can trigger it’ll be a bit too easy as they can jump over everything. Yup saw some streamers and comments mention the wall jump too.
It might sound like an excuse but I had some stuff in real life that really hindered the progress of the team and affected the time schedule. Being the solo programmer meant the team couldn’t properly test levels.
Others
Felt like instead of resetting the whole puzzle if the player just missed 1 jump, they got the option of using the shapes to reposition themselves. Especially in earlier levels where the player doesn’t really need to move the shapes after they are already positioned. Changing characters and moving them to their spots every time they die is a bit repetitive?
Ya, that’s a bug… forgot to disable the bar and SFX for it.
It was our first time making a puzzle game so we can definitely improve from this! Thanks again for your feedback!
Got 162!
Nice game, especially for a first jam game! Liked the cute art style too. Also liked how there are options, getting power/health vs getting points.
Just a suggestion: Might’ve been nice if there had been some music. Since the player’s speed is constant, you can plan it such that the player hits the enemies on the beat. Kind of like Muse Dash if you played it before. I know it’s too much for the first game jam but maybe for the future? When are more skilled!
Had a small bug where the time scale was kept after I died. Just had to reload the game and it worked again though.