Exploring the panoramic pictures is soooooo cool! :)
Really atmospheric music too.
Citizens demand to know what happened to that person's pet!
This is a lovely little game. I felt the slow ship rotation led to some interesting dog-fighting style gameplay where choosing speed and direction of turn was really important to get in behind the enemy.
The slow ship speed means it's important that you think ahead about which base to defend when.
The slower mechanics might not match the traditional wave-based-arcade frenzy but I liked it. :)
Really fun little game. The grab vs whack is a really nice twist on whack-a-mole that I found really brain melting under pressure!
On my machine, the music played fine and it fitted the whimsical theme really well.
Some audio or graphical feedback to highlight mistakes would be nice - I kept having to check the score to tell whether I'd got them mixed up or not.
Overall, a really nice idea well executed!
Really striking visual style and the animation was really nice.
Music seemed to be really quiet on my machine, but that might just be my machine being weird.
It took me a while to realise I had to click directly on the enemy rather than on any direction which would take the beam through the enemy, but overall I think it's a really nice project!
This is absolute genius - I love it!
I share Vospi's Z,X,C confusion, but that's not a crucial thing.
A bigger thing for me is that I wish there was an option to play without the timer - I got stuck on a level and got really frustrated working through earlier levels I didn't remember the solution to. I guess next time, I'm going to have to go old-school and write the solutions down on paper! :)
This game is beautiful and the concept is well implemented. Nice work!
I'm not very good at it - I never got beyond sucking at the process of run-wait-strike-repeat.
You could perhaps add a sense of progression by having a kill-count to pass a stage/wave. I don't know if that would change of the atmosphere away from what you intended tho.
I love the concept of this game. The idea that you have to finish within a given speed range is just superb.
I couldn't get past the second level because I just couldn't see how it could be done with one collision. Are different angle collisions meant to give different amounts of speed? In the first level that seemed to happen, but in the second it always went 40->56, then 56->79.
Maybe it's just me being dum.
A solid platformer with the theme integrated into its core mechanic.
Nice level design introducing the required skills gradually.
Plus, it looks and sounds really good!
The first jump where there are tiny platforms stumped me for a while. I didn't spot the platforms against the background, and kept jumping into the side of them. Maybe a shadow could help? My slow brain figured it out eventually though. :)
The game looks and sounds beautiful - really atmospheric.
The feeling of bashing people off the road really reminded me of Spy Hunter back on the C64.
It seems a little weird that I couldn't seem to leave enemies behind when I'd hacked their speed. I was kinda expecting slow enemies to drop off the bottom, speeding up the screen's scrolling for a bit and new enemies spawning from above.
...unless of course that is actually the way it works and I was just too rubbish to make it happen! :D
These tactics games are not really my thing, but I got into this pretty quickly.
The interface is really simple and easy to use, all the information I needed was right there on screen when I needed it. The music was good, and the art had real character.
It's a really solid implementation and really impressive work in a short jam!