Fun memory game! My only frustration was that it felt random how many stars got rehidden when a wrong guess was made. I wish that was more consistent.
GPGamesDev
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Really fun puzzles! The abilities all felt good to use and were well utilized in level design.
I almost got stuck in Lv 2. I wish there was a better way to indicate that the green switch made the block appear. Even having the switch change color or something to indicate that it has been hit and something has happened would help. Maybe make the blocks that appear a different color than the rest of the blocks in the level to make them stand out more.
I accidentally keybound one of the slots to space, which is also jump, so I dashed whenever I jumped. Maybe disallow that keybind?
The playground at the end was a great addition!
Game is 100% serious, great job!
I feel like there should be some level of player agency in the battles. As is, you could just close your eyes and tap Space. There were upgrades to the wheel, even just letting the player apply those, maybe give some choices on which things to put on the wheel, would do a lot to bring the player into the game.
This has a very "Getting Over It" vibe that I love. "Ego" being the health was a nice touch, though I'm not sure a health system is the best choice for this type of game. It seems more like the game wants you to try again and again to get past the obstacles, a health system gets in the way of that. If you want a health system, I'd also include a tracker that shows how far you've gotten. Even just a counter for trophies. Then people can be like "I got 7 trophies!" "Yeah, well I got 11!"
Fun game!
Revolver spinning is a great application of the theme! I really liked keeping track of which bullet I was shooting, and so which ones to shoot towards enemies and which ones to shoot away.
I really didn't like having empty chambers. It felt like it messed with the pacing. I would start with all chambers filled with normal bullets.
It looks like you were going for a pirate theme, I'd lean into that more. Make the background a pirate ship, make the enemies nautical, that sort of thing.
Great game!
The great: Visuals! I love your sprite work, the animation on the swatter swing is especially good.
The good: Music! That funky beat was a bop!
Suggestion: I think it would be better if the camera kept the player in the top half of the screen. That way you can see oncoming obstacles and react accordingly. Also, something in the story saying to press Space to swing would be nice.
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.



