IMO, they're a little too difficult to get around. Would've probably tried giving them some sort of "soft" collider like Enter the Gungeon enemies or Minecraft mobs if I had the time and energy.
Goferek5
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I've watched someone play yesterday and it seems like this level is one of the most difficult ones. Which is suprising to me, because I always found the last level before the boss to be the toughest.
If I made a 1.2 version, reworking it is probably one of the things I should do. But I doubt it will happen because I want to move on to other projects right now. (Although I have some content ideas so there is a small chance for 1.2 if I get a sudden motivation burst.)
Thank you for liking the game enough to play it again after the jam ended!
I need exacly one rating to get to that goal! https://itch.io/jam/brackeys-12/rate/2972297
Currently playing your game, will leave a rating there.
Finished the game and left a comment!
Here is my game: https://itch.io/jam/brackeys-12/rate/2972297
It was simple but enjoyable, I was a bit confused how to play at first but managed to figure it out on the second try. I think there should be a limit of how many pieces you can pick up at once, now you can just stock up on fences and be completely safe. The storm sometimes hitting from multiple directions at once would also be a good addition I think.
Rated and made a comment about my experience with the game.
Here is the link to my project: https://itch.io/jam/brackeys-12/rate/2972297
The artstyle is really nice and the main mechanic is unique. Although I found it a little frustrating to use in practice. I was very suprised when I swung the hook around a character for the first time. I also did not expect that plot twist. A criticism I have is that it's sometimes hard to distinguish between the platforms and the background.
I really like the pixel art and color choices in this. While the idea of "fight enemies until certain amount of time passes and things get more complicated" is fairly basic, the way the player characters move is very unique. Although I admit that I had some trouble figuring out the controls and never got any particularly high scores.
I really like the idea, it reminds me of those educational programming games where you give a character instructions to go from A to B, but made to be an actual game. The artstyle is awasome.
Edit:
I forgot about that while writing the initial comment, but I love that the start button is also the tutorial.
I really like time control mechanics in games. The game looked really good visually, even if it was mostly pre-existing assets, they fit together well. I think the game was far too easy, didn't even realise there was no fail-state before I read it. This also made the time stopping not as useful as it should be. I think there should also be a limit on the player's firing speed, because you can just mash the mouse button and shoot a ton of projectiles.
I love games where you can build your own spaceship or base and this one was a creatove concept. Although with only 3 parts in the game (I think, my game ended up crashing after a few levels) there isn't as much strategy as I hoped, but I think it could be really fun with more complex ship-building mechanics and more parts.





