Thanks for playing!
GPGamesDev
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Love the visuals especially the music. A really good combination of the jam's two themes.
It was disappointing when I couldn't combine two electricity runes, since I was able to combine two of the first rune.
I'm not sure how different ratios affected weapons. Maybe damage numbers would help to show the difference?
I wish there was some visual indicator when you took damage. A sprite change, a screenflash, something.
This is 99% me being dumb, but I had a hard time figuring out how to close the crafting menu :(
I like it, especially the sprite work.
I wish there was more in game tutorial-ing for potion crafting, maybe even starting with fewer ingredients to get eased into it. Also, the pop-up text in the first room seemed really sensitive, like you had to be in a really precise location to get it to pop up. I think it'd be better that that space was a little bigger.
The way the camera moves when entering a new room is kind of jarring.
Wait, I have a double jump? Nice.
Thanks for the feedback! The NPCs do spread the word amongst themselves after you've told them, but I can see how that's not clear in the game. Maybe it would be more clear if I zoomed out the view and you could see the NPCs talking to each other?
It's cool that you mention different crises to solve because that's where I was planning on taking the game if I work on it more.
Thanks again for playing!
Three biggest things: I wish I could pull infected strawberries to stop the spread
I wouldn't give players the healing tower icon until they buy one. I was very confused on what that button was for.
I really wish there was a better indicator of where I was going to plant. And outline of the target plant zone, so I don't accidentally pull up a planted plant.
I really like the farmer design and the sound effects! Looking forward to you next game!
I agree with bartalomew that the camera would be a great place to add some polish.
I also wish that space was jump instead of shoot.
The text in the shop was difficult to read.
But I loved your pixel work! Especially the second level boss (who I couldn't get past, but I assume the art continues to be great!)
I really like the music and animations. The background especially was cool without being obtrusive. The only animation thing I wasn't fond of was how the character's face doesn't change when you die. You just kinda flop over still smiling.
The gameplay is decent when I was trying to play, but I could also just outrun everything. If the flying dogs were a little faster, or if they didn't stop moving when they attacked, I think that would be a big help.
First off: Woozle is adorable. 12/10, would boop.
Biggest disappointment is that we don't get to see what a Robo or Doodle Woozle looks like. Is that what the arrow buttons were supposed to be for? Because as far as I could tell they didn't do anything.
I'm not really seeing "it's Spreading" in the game as is. I can see how it might get there, especially how it's explained in your GDD, but i'm not seeing it in the game here.
I liked it! This game makes me happy.
The vision cone goes through walls and boxes, but I didn't check whether it was just visual or if they could actually see through the wall. But this was a minor issue in an otherwise fantastic game!
Oh, and I wish there was a timer to see if I could beat my time for a level.
I makes sense once you understand their reasoning: they let you stretch animation frames, so instead of counting a frame twice they count them as 1 and 1.5, so a next frame command would do the same thing regardless of where you are in the animation cycle.
But, damn, I wouldn't have guessed that without some research.
Walking animation is much less important than a functioning game.
Would it be nice to have a walking animation? Yes.
Should a lack of a walking animation stop you from submitting? No.
Also, if you have just a little time, you can do a really simple walking animation. Mine is two frames where the character's top half moves up and down 1 pixel.